use certain methods from std namespace
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@@ -1,20 +1,21 @@
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#include "TinyRenderer.h"
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#include <vector>
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#include <limits>
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#include <cmath>
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#include <iostream>
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#include "tgaimage.h"
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#include "model.h"
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#include "geometry.h"
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#include "our_gl.h"
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#include "../Utils/b3ResourcePath.h"
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#include "Bullet3Common/b3MinMax.h"
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#include <limits>
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#include <vector>
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#include "../CommonInterfaces/CommonFileIOInterface.h"
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#include "../OpenGLWindow/ShapeData.h"
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#include "../Utils/b3BulletDefaultFileIO.h"
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#include "../Utils/b3ResourcePath.h"
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#include "Bullet3Common/b3Logging.h"
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#include "Bullet3Common/b3MinMax.h"
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#include "LinearMath/btAlignedObjectArray.h"
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#include "LinearMath/btVector3.h"
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#include "Bullet3Common/b3Logging.h"
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#include "../CommonInterfaces/CommonFileIOInterface.h"
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#include "../Utils/b3BulletDefaultFileIO.h"
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#include "geometry.h"
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#include "model.h"
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#include "our_gl.h"
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#include "tgaimage.h"
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struct DepthShader : public IShader
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{
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@@ -161,10 +162,11 @@ struct Shader : public IShader
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Vec2f uv = varying_uv * bar;
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Vec3f reflection_direction = (bn * (bn * m_light_dir_local * 2.f) - m_light_dir_local).normalize();
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float specular = pow(b3Max(reflection_direction.z, 0.f), m_model->specular(uv));
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float diffuse = b3Max(0.f, bn * m_light_dir_local);
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float specular = std::pow(b3Max(reflection_direction.z, 0.f),
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m_model->specular(uv));
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float diffuse = b3Max(0.f, bn * m_light_dir_local);
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color = m_model->diffuse(uv);
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color = m_model->diffuse(uv);
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color[0] *= m_colorRGBA[0];
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color[1] *= m_colorRGBA[1];
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color[2] *= m_colorRGBA[2];
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