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Fix wrong directional light direction
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3 changed files with 3 additions and 3 deletions
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@ -37,7 +37,7 @@ vec3 lightContribution(int i, vec3 normal)
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float lightLevelContrastAttenuation(vec3 normal)
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{
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vec3 lightdir = vec3(0.55708601453, -0.7427813527, 0.37139067635);
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vec3 lightdir = vec3(-0.55708601453, 0.7427813527, -0.37139067635);
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return clamp(dot(lightdir, normal), 0.0, 1.0);
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}
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@ -84,7 +84,7 @@ vec3 ProcessMaterialLight(Material material, vec3 ambientLight)
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{
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float lightLevelContrastStrength = 0.25;
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vec3 L = vec3(0.55708601453, -0.7427813527, 0.37139067635);
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vec3 L = vec3(-0.55708601453, 0.7427813527, -0.37139067635);
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float attenuation = clamp(dot(N, L), 0.0, 1.0);
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if (attenuation > 0.0)
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{
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@ -36,7 +36,7 @@ vec2 lightAttenuation(int i, vec3 normal, vec3 viewdir, float lightcolorA)
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vec2 lightLevelContrastAttenuation(vec3 normal, vec3 viewdir)
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{
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vec3 lightdir = vec3(0.55708601453, -0.7427813527, 0.37139067635);
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vec3 lightdir = vec3(-0.55708601453, 0.7427813527, -0.37139067635);
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float attenuation = clamp(dot(lightdir, normal), 0.0, 1.0);
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float glossiness = uSpecularMaterial.x;
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