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https://github.com/RetroDECK/Supermodel.git
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Specular lighting works differently on flat-shaded polys
Also lower multIndex values for smooth-shaded specular, more accurate to real hardware
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@ -149,6 +149,7 @@ struct Mesh
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// lighting
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// lighting
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bool fixedShading = false;
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bool fixedShading = false;
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bool smoothShading = false;
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bool lighting = false;
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bool lighting = false;
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bool specular = false;
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bool specular = false;
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float shininess = 0;
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float shininess = 0;
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@ -1246,6 +1246,7 @@ void CNew3D::SetMeshValues(SortingMesh *currentMesh, PolyHeader &ph)
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currentMesh->fogIntensity = ph.LightModifier();
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currentMesh->fogIntensity = ph.LightModifier();
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currentMesh->translatorMap = ph.TranslatorMap();
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currentMesh->translatorMap = ph.TranslatorMap();
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currentMesh->noLosReturn = ph.NoLosReturn();
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currentMesh->noLosReturn = ph.NoLosReturn();
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currentMesh->smoothShading = ph.SmoothShading();
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if (currentMesh->textured) {
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if (currentMesh->textured) {
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@ -31,6 +31,7 @@ void R3DShader::Start()
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m_noLosReturn = false;
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m_noLosReturn = false;
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m_textureInverted = false;
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m_textureInverted = false;
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m_fixedShading = false;
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m_fixedShading = false;
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m_smoothShading = false;
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m_translatorMap = false;
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m_translatorMap = false;
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m_modelScale = 1.0f;
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m_modelScale = 1.0f;
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m_nodeAlpha = 1.0f;
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m_nodeAlpha = 1.0f;
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@ -132,6 +133,7 @@ bool R3DShader::LoadShader(const char* vertexShader, const char* fragmentShader)
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m_locSpecularValue = glGetUniformLocation(m_shaderProgram, "specularValue");
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m_locSpecularValue = glGetUniformLocation(m_shaderProgram, "specularValue");
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m_locSpecularEnabled = glGetUniformLocation(m_shaderProgram, "specularEnabled");
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m_locSpecularEnabled = glGetUniformLocation(m_shaderProgram, "specularEnabled");
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m_locFixedShading = glGetUniformLocation(m_shaderProgram, "fixedShading");
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m_locFixedShading = glGetUniformLocation(m_shaderProgram, "fixedShading");
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m_locSmoothShading = glGetUniformLocation(m_shaderProgram, "smoothShading");
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m_locTranslatorMap = glGetUniformLocation(m_shaderProgram, "translatorMap");
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m_locTranslatorMap = glGetUniformLocation(m_shaderProgram, "translatorMap");
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m_locSpotEllipse = glGetUniformLocation(m_shaderProgram, "spotEllipse");
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m_locSpotEllipse = glGetUniformLocation(m_shaderProgram, "spotEllipse");
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@ -294,6 +296,11 @@ void R3DShader::SetMeshUniforms(const Mesh* m)
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m_fixedShading = m->fixedShading;
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m_fixedShading = m->fixedShading;
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}
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}
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if (m_dirtyMesh || m->smoothShading != m_smoothShading) {
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glUniform1i(m_locSmoothShading, m->smoothShading);
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m_smoothShading = m->smoothShading;
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}
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if (m_dirtyMesh || m->translatorMap != m_translatorMap) {
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if (m_dirtyMesh || m->translatorMap != m_translatorMap) {
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glUniform1i(m_locTranslatorMap, m->translatorMap);
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glUniform1i(m_locTranslatorMap, m->translatorMap);
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m_translatorMap = m->translatorMap;
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m_translatorMap = m->translatorMap;
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@ -67,6 +67,7 @@ private:
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float m_specularValue;
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float m_specularValue;
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bool m_specularEnabled;
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bool m_specularEnabled;
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bool m_fixedShading;
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bool m_fixedShading;
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bool m_smoothShading;
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bool m_translatorMap;
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bool m_translatorMap;
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bool m_polyAlpha;
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bool m_polyAlpha;
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int m_texturePage;
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int m_texturePage;
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@ -109,6 +110,7 @@ private:
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GLint m_locSpecularValue;
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GLint m_locSpecularValue;
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GLint m_locSpecularEnabled;
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GLint m_locSpecularEnabled;
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GLint m_locFixedShading;
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GLint m_locFixedShading;
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GLint m_locSmoothShading;
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GLint m_locSpotEllipse;
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GLint m_locSpotEllipse;
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GLint m_locSpotRange;
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GLint m_locSpotRange;
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@ -216,6 +216,7 @@ uniform float fogStart;
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uniform float fogAttenuation;
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uniform float fogAttenuation;
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uniform float fogAmbient;
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uniform float fogAmbient;
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uniform bool fixedShading;
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uniform bool fixedShading;
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uniform bool smoothShading;
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uniform int hardwareStep;
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uniform int hardwareStep;
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uniform int colourLayer;
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uniform int colourLayer;
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uniform bool polyAlpha;
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uniform bool polyAlpha;
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@ -464,20 +465,27 @@ void main()
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// for now assume fixed shading doesn't work with specular
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// for now assume fixed shading doesn't work with specular
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if (specularEnabled) {
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if (specularEnabled) {
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float exponent, NdotL, specularFactor;
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float specularFactor;
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vec4 biasIndex, expIndex, multIndex;
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// Always clamp floor to zero, we don't want deep black areas
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if (smoothShading)
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NdotL = max(0.0,sunFactor);
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{
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// Always clamp floor to zero
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float NdotL = max(0.0, sunFactor);
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expIndex = vec4(8.0, 16.0, 32.0, 64.0);
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vec4 expIndex = vec4(8.0, 16.0, 32.0, 64.0);
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multIndex = vec4(2.0, 2.0, 3.0, 4.0);
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vec4 multIndex = vec4(1.6, 1.6, 2.4, 3.2);
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biasIndex = vec4(0.95, 0.95, 1.05, 1.0);
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float exponent = expIndex[int(shininess)];
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exponent = expIndex[int(shininess)] / biasIndex[int(shininess)];
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specularFactor = pow(NdotL, exponent);
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specularFactor = pow(NdotL, exponent);
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specularFactor *= multIndex[int(shininess)];
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specularFactor *= multIndex[int(shininess)];
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specularFactor *= biasIndex[int(shininess)];
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}
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else
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{
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// flat shaded polys use Phong reflection model (R dot V) without any exponent or multiplier
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// V = (0.0, 0.0, 1.0) is used by Model 3 as a fast approximation, so R dot V = R.z
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vec3 R = reflect(-sunVector, fsViewNormal);
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specularFactor = max(0.0, R.z);
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}
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specularFactor *= specularValue;
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specularFactor *= specularValue;
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specularFactor *= lighting[1].x;
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specularFactor *= lighting[1].x;
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@ -104,6 +104,7 @@ uniform float fogStart;
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uniform float fogAttenuation;
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uniform float fogAttenuation;
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uniform float fogAmbient;
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uniform float fogAmbient;
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uniform bool fixedShading;
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uniform bool fixedShading;
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uniform bool smoothShading;
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uniform int hardwareStep;
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uniform int hardwareStep;
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uniform int colourLayer;
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uniform int colourLayer;
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uniform bool polyAlpha;
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uniform bool polyAlpha;
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@ -235,20 +236,27 @@ void main()
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// for now assume fixed shading doesn't work with specular
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// for now assume fixed shading doesn't work with specular
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if (specularEnabled) {
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if (specularEnabled) {
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float exponent, NdotL, specularFactor;
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float specularFactor;
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vec4 biasIndex, expIndex, multIndex;
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// Always clamp floor to zero, we don't want deep black areas
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if (smoothShading)
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NdotL = max(0.0,sunFactor);
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{
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// Always clamp floor to zero
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float NdotL = max(0.0, sunFactor);
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expIndex = vec4(8.0, 16.0, 32.0, 64.0);
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vec4 expIndex = vec4(8.0, 16.0, 32.0, 64.0);
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multIndex = vec4(2.0, 2.0, 3.0, 4.0);
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vec4 multIndex = vec4(1.6, 1.6, 2.4, 3.2);
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biasIndex = vec4(0.95, 0.95, 1.05, 1.0);
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float exponent = expIndex[int(shininess)];
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exponent = expIndex[int(shininess)] / biasIndex[int(shininess)];
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specularFactor = pow(NdotL, exponent);
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specularFactor = pow(NdotL, exponent);
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specularFactor *= multIndex[int(shininess)];
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specularFactor *= multIndex[int(shininess)];
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specularFactor *= biasIndex[int(shininess)];
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}
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else
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{
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// flat shaded polys use Phong reflection model (R dot V) without any exponent or multiplier
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// V = (0.0, 0.0, 1.0) is used by Model 3 as a fast approximation, so R dot V = R.z
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vec3 R = reflect(-sunVector, fsViewNormal);
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specularFactor = max(0.0, R.z);
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}
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specularFactor *= specularValue;
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specularFactor *= specularValue;
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specularFactor *= lighting[1].x;
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specularFactor *= lighting[1].x;
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