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Make Blinn and Phong specular modes PBR
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@ -208,11 +208,10 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
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//normalized blinn
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float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
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float blinn = pow(cNdotH, shininess) * cNdotL;
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blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
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float intensity = blinn;
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float blinn = pow(cNdotH, shininess);
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blinn *= (shininess + 2.0) * (1.0 / (8.0 * M_PI));
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specular_light += light_color * intensity * attenuation * specular_amount;
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specular_light += light_color * attenuation * specular_amount * blinn * albedo * unpackUnorm4x8(orms).w;
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#elif defined(SPECULAR_PHONG)
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@ -220,10 +219,9 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
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float cRdotV = clamp(A + dot(R, V), 0.0, 1.0);
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float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
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float phong = pow(cRdotV, shininess);
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phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
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float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75);
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phong *= (shininess + 1.0) * (1.0 / (8.0 * M_PI));
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specular_light += light_color * intensity * attenuation * specular_amount;
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specular_light += light_color * attenuation * specular_amount * phong * albedo * unpackUnorm4x8(orms).w;
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#elif defined(SPECULAR_TOON)
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