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Updated shader (markdown)
13
shader.md
13
shader.md
@@ -232,6 +232,19 @@ DIFFUSE = vec3(1,0,0) + vec(1,1,1)*mod(TIME,1.0);
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```
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```
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Standard Blinn Lighting Shader
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```c
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float NdotL = max(0.0,dot( NORMAL, LIGHT_DIR ));
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vec3 half_vec = normalize(LIGHT_DIR + EYE_VEC);
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float eye_light = max(dot(NORMAL, half_vec),0.0);
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LIGHT = LIGHT_DIFFUSE * DIFFUSE * NdotL;
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if (NdotL > 0.0) {
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LIGHT+=LIGHT_SPECULAR * SPECULAR * pow( eye_light, SPECULAR_EXP );
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};
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```
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### Notes
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### Notes
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