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@@ -30,7 +30,7 @@ struct BlinnPhong : IBRDF
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float3 h = lightDir_WS + viewDir_WS;
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float specular = dot(normal_WS, h);
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return lightDir_WS * 2 + float3(1, 1, 1);//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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