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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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