Tweaks
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@@ -11,13 +11,13 @@ uniform vec3 u_ambientColor;
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varying vec4 v_col;
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const vec3 diffuse = vec3(0);
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const float shinefalloff = 4.0;
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const float shinelen = 0.2;
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void main(){
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vec3 norc = u_ambientColor * (diffuse + vec3(clamp((dot(a_normal, u_lightdir) + 1.0) / 2.0, 0.0, 1.0)));
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float falloff = 4.0;
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float shinelen = 0.2;
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float shinedot = max((-dot(u_camdir, a_normal) - (1.0 - shinelen)) / shinelen, 0.0);
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float shinyness = (1.0 - a_color.a) * pow(shinedot, falloff);
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float shinyness = (1.0 - a_color.a) * pow(shinedot, shinefalloff);
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vec4 baseCol = vec4(a_color.rgb, 1.0);
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v_col = lerp(baseCol * vec4(norc, 1.0), vec4(1.0), shinyness * norc.r);
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