Fix: specular
Muy bien!!, nada mas habian 2 errores por mi parte, 'Normal' no estaba normalizado, lo que afectaba las potencias con 'pow'. Ademas habia un error con los buffers del shader lo que afectaba toda la iluminacion. Sin embargo lo hiciste muy bien, solo que te falto definir viewPos.
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@@ -25,7 +25,7 @@ const char * vs =
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" index=idx;"
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" vec3 aNormal = vec3(aNormal_x,aNormal_y,aNormal_z);"
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" vec3 aPos = vec3(aPos_x,aPos_y,aPos_z);"
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" Normal = mat3(transpose(inverse(rot*mdl))) * aNormal;"
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" Normal = normalize(mat3(transpose(inverse(rot*mdl))) * aNormal);"
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" gl_Position = fix * rot * mdl * vec4( aPos, 1.0 );\n"
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" FragPos = vec3( rot * mdl * vec4(aPos, 1.0));"
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"}";
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@@ -52,26 +52,26 @@ const char * fs =
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"uniform sampler2DArray palette;"
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"in float index;"
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"out vec4 FragColor;"
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"in vec3 Normal;"
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"in vec3 FragPos;"
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"uniform vec3 viewPos;\n"
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"const float specularStrength = 0.5;\n"
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"out vec4 FragColor;"
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"void main()"
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"{"
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" vec4 color = texture(palette, vec3(0, 0, index));\n"
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" vec3 lightPos = vec3(0, 0, -15);\n"
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" vec3 lightDir = normalize(lightPos - FragPos);\n"
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" float diffuse = max(dot(Normal, lightDir), 0.0);\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 lightPos = viewPos\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 spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);\n"
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" vec3 specular = specularStrength * spec * vec3(1.0); \n"
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" vec3 result = (0.5 + 0.5 * diffuse) * color.rgb + specular;\n"
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" float specular = pow(max(dot(viewDir, reflectDir),0.0), 16);\n"
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" float diffuse = max(dot(Normal, lightDir),0.0);\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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"}";
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"}";
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