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Clean up comments
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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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// 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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float shlickPower = (1.0 - dot(fragLightDir,halfDir));
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