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3 changed files with 28 additions and 54 deletions
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@ -1029,10 +1029,10 @@ LIGHT_SHADER_CODE
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float cNdotH = max(dot(N, H), 0.0);
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float cVdotH = max(dot(V, H), 0.0);
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float cLdotH = max(dot(L, H), 0.0);
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float shininess = exp2( 15.0 * (1.0 - roughness) + 1.0 ) * 0.25;
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float blinn = pow( cNdotH, shininess );
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float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
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float blinn = pow(cNdotH, shininess);
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blinn *= (shininess + 8.0) / (8.0 * 3.141592654);
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float intensity = ( blinn ) / max( 4.0 * cNdotV * cNdotL, 0.75 );
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float intensity = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
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specular_light += light_color * intensity * specular_blob_intensity * attenuation;
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@ -1040,14 +1040,13 @@ LIGHT_SHADER_CODE
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vec3 R = normalize(-reflect(L, N));
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float cRdotV = max(0.0, dot(R, V));
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float shininess = exp2( 15.0 * (1.0 - roughness) + 1.0 ) * 0.25;
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float phong = pow( cRdotV, shininess );
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float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
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float phong = pow(cRdotV, shininess);
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phong *= (shininess + 8.0) / (8.0 * 3.141592654);
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float intensity = ( phong ) / max( 4.0 * cNdotV * cNdotL, 0.75 );
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float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75);
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specular_light += light_color * intensity * specular_blob_intensity * attenuation;
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#elif defined(SPECULAR_TOON)
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vec3 R = normalize(-reflect(L, N));
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