Epic
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@@ -12,8 +12,9 @@ uniform sampler2D diffuseTexture;
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uniform sampler2D shadowMap;
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vec3 viewPos = vec3(0.0, 0.0, 0.0);
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vec3 objectColour = vec3(0.58, 0.61, 0.627);
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vec3 lightColour = vec3(0.1, 0.45, 0.9);
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vec3 objectColour = vec3(1.0, 1.0, 1.0);
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vec3 lightColour = vec3(1.0, 1.0, 1.0);
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// vec3 lightColour = vec3(0.1, 0.45, 0.9);
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float calculateShadow(vec4 fragPosLightSpace) {
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vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
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@@ -33,7 +34,7 @@ void main() {
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vec3 diffuse = diff * lightColour;
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float specularStrength = 5;
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float specularStrength = 0.2;
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 reflectDir = reflect(-lightDir, normal);
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@@ -42,7 +43,7 @@ void main() {
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vec3 specular = specularStrength * spec * lightColour;
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float ambientStrength = 0.2;
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float ambientStrength = 0.1;
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vec3 ambient = ambientStrength * lightColour;
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float shadow = calculateShadow(FragPosLightSpace);
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