Make a chess demo
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@@ -71,6 +71,8 @@ void main()
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vec3 color = vec3(0);
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float shadow = shadow_factor(frag_pos_light_space);
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// Direct lighting
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{
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float D = distribGGX(NoH, roughness);
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@@ -81,7 +83,7 @@ void main()
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vec3 diffuse = (1 - F) * (1 - metallic) * baseColor / PI;
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color = (diffuse + specular) * lightColor * light_intensity * NoL;
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color = (1 - shadow) * (diffuse + specular) * lightColor * light_intensity * NoL;
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}
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// Ambient lighting with IBL
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@@ -105,8 +107,6 @@ void main()
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ambient = ((1 - F) * (1 - metallic) * diffuse + specular) * ao;
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}
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float shadow = shadow_factor(frag_pos_light_space);
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color = color + ambient;
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color = color / (color + vec3(1.0)); // HDR tonemapping
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