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Fix black triangle issue
1 parent fc69eaf commit 669ae0d

3 files changed

Lines changed: 4 additions & 4 deletions

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main.cpp

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -84,8 +84,8 @@ int main(int argc, char** argv) {
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shader.bind();
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Material material = {};
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material.diffuse = {0.4f, 0.2f, 0.1f};
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material.specular = material.diffuse;
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material.shininess = 4.0f;
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//material.specular = material.diffuse;
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//material.shininess = 4.0f;
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Mesh mesh("models/monkey.bmf", material, &shader);
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uint64 perfCounterFrequency = SDL_GetPerformanceFrequency();

shaders/basic.fs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -20,7 +20,7 @@ void main()
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vec3 ambient = u_diffuse * 0.2;
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vec3 diffuse = max(dot(normal, light), 0.0) * u_diffuse;
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vec3 specular = pow(max(dot(reflection, view), 0.0), u_shininess) * u_specular;
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vec3 specular = pow(max(dot(reflection, view), 0.000001), u_shininess) * u_specular;
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f_color = vec4(ambient + diffuse + specular + u_emissive, 1.0f);
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}

shaders_old/basic.fs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -17,7 +17,7 @@ void main()
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vec3 ambient = u_diffuse * 0.2;
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vec3 diffuse = max(dot(normal, light), 0.0) * u_diffuse;
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vec3 specular = pow(max(dot(reflection, view), 0.0), u_shininess) * u_specular;
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vec3 specular = pow(max(dot(reflection, view), 0.000001), u_shininess) * u_specular;
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gl_FragColor = vec4(ambient + diffuse + specular + u_emissive, 1.0f);
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}

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