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@@ -25,7 +25,7 @@ const char * vs =
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" index=idx;"
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" index=idx;"
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" vec3 aNormal = vec3(aNormal_x,aNormal_y,aNormal_z);"
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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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" vec3 aPos = vec3(aPos_x,aPos_y,aPos_z);"
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" Normal = normalize(mat3(transpose(inverse(rot*mdl))) * aNormal);"
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" Normal = mat3(transpose(inverse(rot*mdl))) * aNormal;"
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" gl_Position = fix * rot * mdl * vec4( aPos, 1.0 );\n"
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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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" FragPos = vec3( rot * mdl * vec4(aPos, 1.0));"
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"}";
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"}";
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@@ -66,10 +66,11 @@ const char * fs =
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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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" vec3 reflectDir = reflect(-lightDir, Normal);\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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" 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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" 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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" vec3 result = (0.5 + 0.5 * diffuse + specular) * color.rgb;\n"
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