Specular lighting
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@@ -110,9 +110,6 @@ int main(int argc, char** argv) {
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glEnableVertexAttribArray(normalAttrib);
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glVertexAttribPointer(normalAttrib, 3, GL_FLOAT, GL_FALSE, 0, (const void*)(vertices.size() * sizeof(glm::vec3)));
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glm::vec3 lightPos(2.20, 1.0f, 2.0f);
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GLint uniLight = glGetUniformLocation(simpleShader.getProgram(), "lightPos");
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glUniform3fv(uniLight, 1, GL_FALSE, glm::value_ptr(lightPos));
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// Model matrice
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glm::mat4 model = glm::mat4(1.0f);
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@@ -145,9 +142,9 @@ int main(int argc, char** argv) {
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// Update tick (60ups)
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if (UPSTimer()) {
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// model = glm::rotate(model, glm::radians(0.5f), glm::vec3(0.0f, 0.0f, 1.0f));
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// model = glm::rotate(model, glm::radians(0.5f), glm::vec3(1.0f, 0.0f, 0.0f));
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model = glm::rotate(model, glm::radians(0.5f), glm::vec3(0.0f, 1.0f, 0.0f));
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model = glm::rotate(model, glm::radians(0.5f), glm::vec3(0.0f, 0.0f, 1.0f));
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model = glm::rotate(model, glm::radians(0.5f), glm::vec3(1.0f, 0.0f, 0.0f));
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// model = glm::rotate(model, glm::radians(0.5f), glm::vec3(0.0f, 1.0f, 0.0f));
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glm::vec4 result = model * glm::vec4(1.0f, 0.0f, 0.0f, 1.0f);
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glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(model));
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