started fixing stuff with model imports
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resources/backpack/ao.jpg
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resources/backpack/backpack.mtl
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resources/backpack/backpack.mtl
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# Blender MTL File: 'None'
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# Material Count: 1
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newmtl Scene_-_Root
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Ns 225.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.500000 0.500000 0.500000
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Ke 0.0 0.0 0.0
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Ni 1.450000
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d 1.000000
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illum 2
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map_Kd diffuse.jpg
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map_Bump normal.png
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map_Ks specular.jpg
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199481
resources/backpack/backpack.obj
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199481
resources/backpack/backpack.obj
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Load Diff
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resources/backpack/diffuse.jpg
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resources/backpack/normal.png
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resources/backpack/roughness.jpg
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resources/backpack/source_attribution.txt
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resources/backpack/source_attribution.txt
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Model by Berk Gedik, from: https://sketchfab.com/3d-models/survival-guitar-backpack-low-poly-799f8c4511f84fab8c3f12887f7e6b36
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Modified material assignment (Joey de Vries) for easier load in OpenGL model loading chapter, and renamed albedo to diffuse and metallic to specular to match non-PBR lighting setup.
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resources/backpack/specular.jpg
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@@ -8,35 +8,25 @@ in vec3 Normal;
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uniform vec3 viewPosition;
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uniform sampler2D diffuse1;
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uniform sampler2D specular1;
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uniform vec3 phongAmbient;
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uniform vec3 phongDiffuse;
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uniform vec3 phongSpecular;
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uniform float phongShininess;
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uniform vec3 lightPos;
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uniform vec3 lightDirection;
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uniform vec3 lightAmbient;
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uniform vec3 lightDiffuse;
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uniform vec3 lightSpecular;
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void main() {
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vec3 diffColor = texture(diffuse1, TexCoord).rgb;
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vec3 specColor = texture(specular1, TexCoord).rgb;
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vec3 ambient = (phongAmbient * diffColor) * lightAmbient;
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(lightPos - Position);
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vec3 lightDir = normalize(-lightDirection);
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vec3 ambient = (phongAmbient);
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float diffImpact = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = (phongDiffuse * diffImpact * diffColor) * lightDiffuse;
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vec3 diffuse = (phongDiffuse * diffImpact);
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vec3 viewDir = normalize(viewPosition - Position);
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vec3 halfwayDir = normalize(lightDir + viewDir);
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float specImpact = pow(max(dot(norm, halfwayDir), 0.0), phongShininess);
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vec3 specular = (phongSpecular * specImpact * specColor) * lightSpecular;
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vec3 result = ambient + diffuse + specular;
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vec3 result = ambient + diffuse;
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FragColor = vec4(result, 1.0);
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}
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