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@ -6,10 +6,11 @@
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// Visual Computing Lab (2006)
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//
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varying vec3 normal;
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varying vec3 vpos;
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uniform float shininess;
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void main()
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{
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vec3 n = normalize(normal);
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@ -38,7 +39,7 @@ void main()
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float RdotV = dot(rVector, viewVector);
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if (RdotV > 0.0)
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specular = ks * pow(RdotV, gl_FrontMaterial.shininess);
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specular = ks * pow(RdotV, shininess);
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gl_FragColor = ambient + diffuse + specular;
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}
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@ -11,10 +11,6 @@ varying vec3 vpos;
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void main()
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{
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vec3 n, lightDir, rVector;
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vec4 diffuse = {0.0};
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vec4 specular = {0.0};
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// vertex normal
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normal = normalize(gl_NormalMatrix * gl_Normal);
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