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+6
-6
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examples/11-textured-model/resources/Triangle.fragment.glsl

+5-5
Original file line numberDiff line numberDiff line change
@@ -57,11 +57,11 @@ void main()
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// fresnel
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vec3 toCameraVector = cameraPos - FragPos;
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vec3 viewVector = normalize(toCameraVector);
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float refractiveFactor = clamp(pow(dot(viewDir, norm), 10), 0.0, 1.0);
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vec3 refractive = vec3(0.5, 0.5, 0.5) * refractiveFactor;
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//vec3 toCameraVector = cameraPos - FragPos;
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//vec3 viewVector = normalize(toCameraVector);
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//float refractiveFactor = clamp(pow(dot(viewDir, norm), 10), 0.0, 1.0);
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//vec3 refractive = vec3(0.5, 0.5, 0.5) * refractiveFactor;
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vec3 result = ambient + diffuse + specular + refractive;
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vec3 result = ambient + diffuse + specular;// + refractive;
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color = vec4(result, 1.0);
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}

examples/11-textured-model/src/Main.cpp

+1-1
Original file line numberDiff line numberDiff line change
@@ -88,7 +88,7 @@ int main(int argc, char* argv[])
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PerspectiveCamera camera(blue::Context::window().get_width(), blue::Context::window().get_height());
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glm::vec3 lightPos = { 30.0f, 33.0f, 30.f };
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glm::vec3 lightPos = { 50.0f, 20.0f, 50.0f };
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glm::vec3 lightColor = { 1.0f, 1.0f, 1.0f };
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float ambientStrength = 1.0f;
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