Fixed normals nor averaging when at a corner.
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@@ -223,6 +223,8 @@ void Model::getSimilarVertexIndex()
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{
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glm::vec3 tempNormal, tempTangent, tempBiTangent;
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if(glm::dot(Normals[i], Normals[t]) > 0)
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{
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tempNormal = Normals[i] + Normals[t];
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tempTangent = TangentNormals[i] + TangentNormals[t];
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tempBiTangent = BiTangentNormals[i] + BiTangentNormals[t];
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@@ -235,6 +237,7 @@ void Model::getSimilarVertexIndex()
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BiTangentNormals[i] = tempBiTangent;
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BiTangentNormals[t] = tempBiTangent;
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}
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}
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}
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}
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+1
-1
@@ -22,7 +22,7 @@ Renderer::Renderer(std::shared_ptr<::ResourceManager> resourceManager)
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LAtt = 0.0f;
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QAtt = 3.0f;
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m_ShadowMapRes = 1;
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m_SunPosition = glm::vec3(0.f, 1.0f, 0.5f);
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m_SunPosition = glm::vec3(0.f, 1.0f, 0.7f);
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m_SunTarget = glm::vec3(0, 0, 0);
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m_SunProjection_height = glm::vec2(-40.f, 40.f);
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m_SunProjection_width = glm::vec2(-40.f, 40.f);
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@@ -49,7 +49,7 @@ vec4 phong(vec3 position, vec3 normal, vec3 specular)
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float specularFactorSun = pow(dotSpecular, specularExponent);
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vec3 sIs = specular.r * SunSpecularLight * specularFactorSun;
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return vec4((sId), sIs.r);
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return vec4((sId + La), sIs.r);
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}
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void main()
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