Ray-caster: tidy up sphere shading
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@ -166,10 +166,9 @@ fn main() {
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// vector with respect to the coordinates of the impact
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// point. i calculated it in my head and decided that
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// the result looked good enough for now
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vec3 normal_front = normalize(-v.sp + 2.*v.lt.s*pt);
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vec3 normal = normalize(-v.sp + 2.*v.lt.s*pt);
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vec3 color;
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float incidence = dot(normal_front, light_dir);
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float incidence = dot(normal, light_dir);
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float illum = mix(0.4, 1.0, max(incidence, 0.0));
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return taggedFrag(vec4(illum * base_color, opacity), -pt.z);
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}
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