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Fix shader typo (ambien->ambient)
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3 changed files with 4 additions and 4 deletions
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@ -70,7 +70,7 @@ uniform SphericalHarmonics ambientSphere;
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<@include model/Light.slh@>
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<@include model/Light.slh@>
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<@func declareEvalAmbientGlobalColor()@>
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<@func declareEvalAmbientGlobalColor()@>
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vec3 evalAmbienGlobalColor(mat4 invViewMat, float shadowAttenuation, vec3 position, vec3 normal, vec3 diffuse, vec3 specular, float gloss) {
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vec3 evalAmbientGlobalColor(mat4 invViewMat, float shadowAttenuation, vec3 position, vec3 normal, vec3 diffuse, vec3 specular, float gloss) {
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// Need the light now
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// Need the light now
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Light light = getLight();
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Light light = getLight();
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@ -93,7 +93,7 @@ vec3 evalAmbienGlobalColor(mat4 invViewMat, float shadowAttenuation, vec3 positi
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<$declareSphericalHarmonics()$>
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<$declareSphericalHarmonics()$>
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vec3 evalAmbienSphereGlobalColor(mat4 invViewMat, float shadowAttenuation, vec3 position, vec3 normal, vec3 diffuse, vec3 specular, float gloss) {
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vec3 evalAmbientSphereGlobalColor(mat4 invViewMat, float shadowAttenuation, vec3 position, vec3 normal, vec3 diffuse, vec3 specular, float gloss) {
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// Need the light now
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// Need the light now
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Light light = getLight();
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Light light = getLight();
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@ -36,7 +36,7 @@ void main(void) {
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frag.specularVal.xyz);
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frag.specularVal.xyz);
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_fragColor = vec4(color, 1.0);
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_fragColor = vec4(color, 1.0);
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} else {
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} else {
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vec3 color = evalAmbienSphereGlobalColor(
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vec3 color = evalAmbientSphereGlobalColor(
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deferredTransform.viewInverse,
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deferredTransform.viewInverse,
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1.0,
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1.0,
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frag.position.xyz,
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frag.position.xyz,
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@ -37,7 +37,7 @@ void main(void) {
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frag.specularVal.xyz);
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frag.specularVal.xyz);
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_fragColor = vec4(color, 1.0);
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_fragColor = vec4(color, 1.0);
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} else {
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} else {
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vec3 color = evalAmbienGlobalColor(
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vec3 color = evalAmbientGlobalColor(
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deferredTransform.viewInverse,
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deferredTransform.viewInverse,
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1.0,
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1.0,
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frag.position.xyz,
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frag.position.xyz,
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