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Clean up comments
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23a54b17ce
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2 changed files with 5 additions and 5 deletions
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@ -22,7 +22,7 @@ vec4 evalPBRShading(vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir, vec3 sp
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vec3 halfDir = normalize(fragEyeDir + fragLightDir);
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vec3 halfDir = normalize(fragEyeDir + fragLightDir);
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// float specularPower = pow(facingLight * max(0.0, dot(halfDir, fragNormal)), gloss * 128.0);
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// float specularPower = pow(facingLight * max(0.0, dot(halfDir, fragNormal)), gloss * 128.0);
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float specularPower = pow(facingLight * max(0.0, dot(halfDir, fragNormal)), gloss * 128.0);
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float specularPower = pow(max(0.0, dot(halfDir, fragNormal)), gloss * 128.0);
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specularPower *= (gloss * 128.0 * 0.125 + 0.25);
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specularPower *= (gloss * 128.0 * 0.125 + 0.25);
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float shlickPower = (1.0 - dot(fragLightDir,halfDir));
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float shlickPower = (1.0 - dot(fragLightDir,halfDir));
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@ -51,11 +51,11 @@ vec4 evalBlinnShading(vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir, vec3
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vec4 evalFragShading(vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir, vec3 specular, float gloss) {
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vec4 evalFragShading(vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir, vec3 specular, float gloss) {
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/* if (gl_FragCoord.x > 1000) {
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/*if (gl_FragCoord.x > 1000) {
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return evalBlinnShading(fragNormal, fragLightDir, fragEyeDir, specular, gloss);
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return evalBlinnShading(fragNormal, fragLightDir, fragEyeDir, specular, gloss);
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} else { */
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} else {*/
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return evalPBRShading(fragNormal, fragLightDir, fragEyeDir, specular, gloss);
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return evalPBRShading(fragNormal, fragLightDir, fragEyeDir, specular, gloss);
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// }
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//}
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}
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}
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<@endif@>
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<@endif@>
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