Updated TinyRenderer intensity paramater.
Switched from ranging from 0 to 1 - ambient to -1 * (1-ambient) to (1-ambient).
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@@ -70,12 +70,9 @@ struct Shader : public IShader {
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Vec3f bn = (varying_nrm*bar).normalize();
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Vec2f uv = varying_uv*bar;
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//float diff = 1;//full-bright
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float ambient = 0.7;
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//float diff = ambient+b3Min(b3Max(0.f, bn*light_dir_world),(1-ambient));
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float diff = ambient+b3Min(b3Max(0.f, bn*m_light_dir_local),(1-ambient));
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//float diff = b3Max(0.f, n*m_light_dir_local);
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color = m_model->diffuse(uv)*diff;
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float intensity = ambient + (1-ambient)*b3Min(b3Max(bn*m_light_dir_local, -1.f), 1.f);
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color = m_model->diffuse(uv)*intensity;
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//warning: bgra color is swapped to rgba to upload texture
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color.bgra[0] *= m_colorRGBA[0];
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@@ -292,5 +289,3 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
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}
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}
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