blinn phong shading works
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@@ -23,14 +23,14 @@ struct BlinnPhong : IBRDF
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sheen = 1;
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}
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float3 evaluate(float3x3 tbn, float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
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float3 evaluate(float3x3 tbn, float3 viewDir_TS, float3 lightDir_TS, float3 lightColor)
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{
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float3 normal_WS = mul(normal, tbn);
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float diffuse = max(dot(normal_WS, lightDir_WS), 0);
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float3 h = lightDir_WS + viewDir_WS;
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float specular = dot(normal_WS, h);
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float3 normal_TS = normalize(normal);
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float diffuse = max(dot(normal_TS, lightDir_TS), 0);
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float3 h = normalize(lightDir_TS + viewDir_TS);
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float specular = saturate(dot(normal_TS, h));
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return (viewDir_WS + float3(1, 1, 1)) / 2;//baseColor * (diffuse + specular) * lightColor;
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return baseColor * (diffuse + specular) * lightColor;
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}
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};
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