aiuda con el blinn-phong
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@@ -64,14 +64,23 @@ const char * fs =
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" vec3 viewPos = vec3(0, 0, -15);\n"
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" vec3 viewPos = vec3(0, 0, -15);\n"
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" vec3 viewDir = normalize(viewPos - FragPos);\n"
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" vec3 viewDir = normalize(viewPos - FragPos);\n"
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" vec3 lightPos = viewPos\n;"
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" vec3 lightPos = viewPos;\n"
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" vec3 lightDir = normalize(lightPos - FragPos);\n"
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" vec3 lightDir = normalize(lightPos - FragPos);\n"
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" vec3 reflectDir = reflect(-lightDir, Normal);\n"
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" float specular = 0.0;\n"
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" vec3 hafwayDir = normalize(lightDir+viewDir);\n"
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" float specular = pow(max(dot(normalize(Normal), hafwayDir),0.0), 32);\n"
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" if (true)"
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" float diffuse = max(dot(Normal, lightDir),0.0);\n"
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" {"
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" vec3 halfwayDir = normalize(lightDir + viewDir);\n"
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" specular = pow(max(dot(normalize(Normal), halfwayDir), 0.0), 16.0);\n"
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" }"
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" else"
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" {"
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" vec3 reflectDir = reflect(-lightDir, normalize(Normal));\n"
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" specular = pow(max(dot(viewDir, reflectDir), 0.0), 32.0);\n"
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" }"
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" float diffuse = max(dot(normalize(Normal), lightDir), 0.0);\n"
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" vec3 result = (0.5 + 0.5 * diffuse + specular) * color.rgb;\n"
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" vec3 result = (0.5 + 0.5 * diffuse + specular) * color.rgb;\n"
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" FragColor = vec4(result, color.a);\n"
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" FragColor = vec4(result, color.a);\n"
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