Compute raytracing basic camera movement
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2 changed files with 9 additions and 2 deletions
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@ -206,7 +206,7 @@ vec3 renderScene(inout vec3 rayO, inout vec3 rayD, inout int id)
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normal = sphereNormal(pos, spheres[i]);
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float diffuse = lightDiffuse(normal, lightVec);
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float specular = lightSpecular(normal, lightVec, spheres[i].specular);
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color = diffuse * spheres[i].diffuse.rgb + specular;
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color = diffuse * spheres[i].diffuse + specular;
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}
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}
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