reformatted
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@ -4,7 +4,7 @@
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#include "Shader_Loader.h"
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#include "Render_Utils.h"
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#include "ex_1_1.hpp"
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#include "ex_1_7.hpp"
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@ -8,7 +8,7 @@ uniform vec3 cameraPos;
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uniform float time;
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in vec3 vertexNormalOut;
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out vec3 vertexPosOut;
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in vec3 vertexPosOut;
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out vec4 outColor;
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void main()
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@ -24,6 +24,5 @@ void main()
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float specular = pow(max(dot(viewDir, reflectDir), 0.0), glossPow);
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float diffuse = intensity;
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//outColor = vec4(lightColor * (color * diffuse + specular ), 1.0);
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outColor = vec4(1.0);
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outColor = vec4(lightColor * (color * diffuse + specular ), 1.0);
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}
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