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Review literals type
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@@ -9,16 +9,16 @@ uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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// Light attributes
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uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0);
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uniform vec3 light_diffuseColor = vec3(1, 0.5, 0);
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uniform vec3 light_specularColor = vec3(0, 1, 0);
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uniform float light_intensity = 1;
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uniform float light_specIntensity = 1;
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uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0.0);
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uniform vec3 light_diffuseColor = vec3(1.0, 0.5, 0.0);
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uniform vec3 light_specularColor = vec3(0.0, 1.0, 0.0);
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uniform float light_intensity = 1.0;
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uniform float light_specIntensity = 1.0;
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// Material attributes
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uniform vec3 mat_ambientColor = vec3(1, 1, 1);
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uniform vec3 mat_specularColor = vec3(1, 1, 1);
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uniform float mat_glossiness = 50;
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uniform vec3 mat_ambientColor = vec3(1.0, 1.0, 1.0);
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uniform vec3 mat_specularColor = vec3(1.0, 1.0, 1.0);
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uniform float mat_glossiness = 50.0;
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// World attributes
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uniform vec3 lightPos;
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@@ -29,7 +29,7 @@ out vec4 fragColor;
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vec3 AmbientLighting()
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{
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return mat_ambientColor * light_ambientColor;
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return (mat_ambientColor*light_ambientColor);
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}
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vec3 DiffuseLighting(in vec3 N, in vec3 L)
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@@ -37,15 +37,15 @@ vec3 DiffuseLighting(in vec3 N, in vec3 L)
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// Lambertian reflection calculation
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float diffuse = clamp(dot(N, L), 0, 1);
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return tintColor.xyz * light_diffuseColor * light_intensity * diffuse;
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return (fragTintColor.xyz*light_diffuseColor*light_intensity*diffuse);
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}
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vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
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{
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float specular = 0;
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float specular = 0.0;
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// Calculate specular reflection only if the surface is oriented to the light source
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if(dot(N, L) > 0)
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if (dot(N, L) > 0)
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{
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// Calculate half vector
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vec3 H = normalize(L + V);
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@@ -54,7 +54,7 @@ vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
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specular = pow(dot(N, H), 3 + mat_glossiness);
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}
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return mat_specularColor * light_specularColor * light_specIntensity * specular;
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return (mat_specularColor*light_specularColor*light_specIntensity*specular);
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}
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void main()
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