Exam Done
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@@ -1,5 +1,6 @@
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float4x4 gWorldViewProj : WorldViewProjection;
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float4x4 gWorldMatrix : WorldMatrix;
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SamplerState gSampleState : SampleState;
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texture2D gDiffuseMap : DiffuseMap;
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@@ -79,7 +80,7 @@ VS_OUTPUT VS(VS_INPUT input){
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}
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float4 PS(VS_OUTPUT input) : SV_TARGET{
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return gDiffuseMap.Sample(samPoint, input.TexCoord);
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return gDiffuseMap.Sample(gSampleState, input.TexCoord);
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}
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@@ -104,7 +104,7 @@ float3 Shade(VS_OUTPUT input)
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// Compute Phong specular lighting
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float ks = (specularSample.x + specularSample.y + specularSample.z) / 3.f;
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float3 specular = Phong(ks, glossSample * gShininess, invLightDirection, invViewDirection, normal);
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float3 specular = Phong(ks, glossSample * gShininess, gLightDirection, invViewDirection, normal);
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// Compute observed area based on the cosine of the light angle
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float cosAngle = dot(invLightDirection, normal);
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