Exam Done

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2025-01-13 17:12:23 +01:00
parent 5e28e5fff4
commit 0d556f12b4
29 changed files with 837 additions and 59 deletions

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@@ -104,7 +104,7 @@ float3 Shade(VS_OUTPUT input)
// Compute Phong specular lighting
float ks = (specularSample.x + specularSample.y + specularSample.z) / 3.f;
float3 specular = Phong(ks, glossSample * gShininess, invLightDirection, invViewDirection, normal);
float3 specular = Phong(ks, glossSample * gShininess, gLightDirection, invViewDirection, normal);
// Compute observed area based on the cosine of the light angle
float cosAngle = dot(invLightDirection, normal);