Added Sound; Only supports WAV for now
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@@ -2,7 +2,7 @@
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# Material Count: 1
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newmtl None
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Ns 100
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Ns 10
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Ka 0.8 0.8 0.8
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Kd 0.8 0.8 0.8
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Ks 0.8 0.8 0.8
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@@ -2,7 +2,7 @@
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# Material Count: 1
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newmtl None
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Ns 100
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Ns 10
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Ka 0.8 0.8 0.8
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Kd 0.8 0.8 0.8
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Ks 0.8 0.8 0.8
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@@ -2,7 +2,7 @@
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# Material Count: 1
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newmtl None
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Ns 100
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Ns 10
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Ka 0.8 0.8 0.8
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Kd 0.8 0.8 0.8
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Ks 0.8 0.8 0.8
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@@ -2,7 +2,7 @@
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# Material Count: 1
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newmtl None
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Ns 100
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Ns 10
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Ka 0.8 0.8 0.8
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Kd 0.8 0.8 0.8
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Ks 0.8 0.8 0.8
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@@ -2,7 +2,7 @@
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# Material Count: 1
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newmtl None
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Ns 100
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Ns 10
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Ka 0.8 0.8 0.8
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Kd 0.8 0.8 0.8
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Ks 0.8 0.8 0.8
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@@ -2,7 +2,7 @@
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# Material Count: 1
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newmtl None
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Ns 100
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Ns 10
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Ka 0.8 0.8 0.8
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Kd 0.8 0.8 0.8
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Ks 0.8 0.8 0.8
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@@ -106,7 +106,7 @@ void main() {
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vec3 lightDir = normalize(light[i].pos - fragPos);
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vec3 norm = normalize(normals);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = light[i].color * (diff * matDiff) * (light[i].strength / 2.0f);
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vec3 diffuse = light[i].color * diff * matDiff * (light[i].strength / 2.0f);
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vec3 viewDir = normalize(camera.pos - fragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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@@ -121,18 +121,18 @@ void main() {
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vec3 lightDir = normalize(light[i].pos - fragPos);
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vec3 norm = normalize(normals);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = light[i].color * (diff * matDiff);
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vec3 diffuse = light[i].color * diff * matDiff * light[i].strength;
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vec3 viewDir = normalize(camera.pos - fragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.specPower);
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vec3 specular = light[i].color * spec * matSpec;
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vec3 specular = light[i].color * spec * matSpec * (light[i].strength / 2.5f);
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float length = length(light[i].pos - fragPos);
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float att = 1.0 / (1.0 + 0.09 * length + 0.032 * (length * length));
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float att = clamp(10.0 / length, 0.0, 1.0) * light[i].strength;
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float shadow = calcShadowPoint(i, norm, lightDir);
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color += (((diffuse + specular) * (1.0 - shadow)) * att) * light[i].strength;
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color += ((diffuse + specular) * (1.0 - shadow) * att);
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continue;
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}
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}
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