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@@ -75,10 +75,10 @@ vec3 BRDF_BlinnPhong( in vec3 specularColor, in float shininess, in vec3 normal,
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vec3 halfDir = normalize( lightDir + viewDir );
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- //float dotNL = saturate( dot( normal, lightDir ) );
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- //float dotNV = saturate( dot( normal, viewDir ) );
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- float dotNH = saturate( dot( normal, halfDir ) );
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- float dotLH = saturate( dot( lightDir, halfDir ) );
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+ //float dotNL = clamp( dot( normal, lightDir ), 0.0, 1.0 );
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+ //float dotNV = clamp( dot( normal, viewDir ), 0.0, 1.0 );
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+ float dotNH = clamp( dot( normal, halfDir ), 0.0, 1.0 );
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+ float dotLH = clamp( dot( lightDir, halfDir ), 0.0, 1.0 );
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vec3 F = F_Schlick( specularColor, dotLH );
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