cameraView
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@ -62,8 +62,8 @@ void main()
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float diffuse=max(0.0001,dot(N,L));
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vec3 lambertian = max(0.00001, dot(N,L))*textureColor;
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vec3 Final = (kD*textureColor/3.1458993) + specular;
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outColor = vec4(Final*min(1.0,AMBIENT + diffuse), 1.0);
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outColor = vec4(BRDF*min(1.0,AMBIENT + diffuse), 1.0);
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}
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@ -114,7 +114,7 @@ glm::mat4 createPerspectiveMatrix()
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glm::mat4 perspectiveMatrix;
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float n = 0.05;
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float f = 20.;
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float f = 60.;
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float a1 = glm::min(aspectRatio, 1.f);
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float a2 = glm::min(1 / aspectRatio, 1.f);
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perspectiveMatrix = glm::mat4({
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