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Another real-time per-pixel lighting demo

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Re-worked my shaders to compute specular values better. I'm also handling the transformation of spaces better. Some screenshots follow. You may grab the demo if you want here, or from my site. Same as before, this is GLSL, so if you're running Vista you'll be out of luck unless you have an ICD from you OEM (I doubt it). Here on the left is directional specular per vertex lighting, the other is per pixel Here the one on on the left is positional specular per vertex, the other per pixel Here i was messing with the specular exponent, same as b4, left is per vertex, right is per pixel, both positional specular The best thing about this is that the object is defined in object space, the light in world space. Each shader realizes this and handles it correctly. My previous demo did not. This means that the object can be translated/rotated in world space, and rotated in object space, and the lighting works properly. Sounds trivial, but when you're knee deep in shader code you have to have these concepts sorted. Now I think I'm in a good position to get normal mapping working at last.

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