AMBIENT
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@ -1,7 +1,7 @@
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#version 430 core
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#version 430 core
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float AMBIENT = 0.2;
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float AMBIENT = 0.6;
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float roughness = 0.1;
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float roughness = 0.2;
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float metalic = 0.8;
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float metalic = 0.8;
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@ -9,6 +9,9 @@ uniform vec3 color;
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uniform sampler2D colorTexture;
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uniform sampler2D colorTexture;
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uniform sampler2D normalSampler;
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uniform sampler2D normalSampler;
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uniform sampler2D metalnessTexture;
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uniform sampler2D roughnessTexture;
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in vec3 worldPos;
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in vec3 worldPos;
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in vec2 vecTex;
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in vec2 vecTex;
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@ -24,6 +27,8 @@ void main()
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vec3 V = (viewDirTS);
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vec3 V = (viewDirTS);
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vec3 textureColor = texture2D(colorTexture, vecTex).xyz;
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vec3 textureColor = texture2D(colorTexture, vecTex).xyz;
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float metalnessValue = texture2D(metalnessTexture, vecTex).r;
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float roughnessValue = texture2D(roughnessTexture, vecTex).r;
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vec3 N = texture2D(normalSampler, vecTex).xyz;
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vec3 N = texture2D(normalSampler, vecTex).xyz;
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N = 2.0 * N - 1.0;
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N = 2.0 * N - 1.0;
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@ -424,8 +424,8 @@ void processInput(GLFWwindow* window)
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{
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{
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spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
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spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
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spaceshipUp = glm::vec3(0.f, 1.f, 0.f);
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spaceshipUp = glm::vec3(0.f, 1.f, 0.f);
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float angleSpeed = 0.005f;
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float angleSpeed = 0.05f;
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float moveSpeed = 0.005f;
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float moveSpeed = 0.05f;
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double x = 0.002;
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double x = 0.002;
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