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Paul Griffiths

OpenGL Problem with metal effect?

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Solved it changed spec to:

 

// Specular shading
    vec3 reflectDir = reflect(-lightDir, normal);
    float spec = pow(max(dot(viewDir, reflectDir), 0.0), 1.0) * (fresnel * geoAtt * roughness) / (NdotV * diff * 3.14);

 

Only understand a little bit of the maths but got it working. :)

 

problem.jpg

Edited by paulgriffiths

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Here's what I currently have:

vec3 CalcMetalPointLight(Light light, vec3 normal, vec3 fragPos, vec3 viewDir, vec3 Diffuse, float Specular, float Shadow)
{float spec = pow(max(dot(viewDir, reflectDir), 0.0), 1.0) * (fresnel * geoAtt * roughness) / (NdotV * diff * 3.14);
    }

	// Attenuation
    float distance = length(light.Position - fragPos);
    float attenuation =

I think if I mix this with a cubemap then Ill have something pretty good?!

Edited by paulgriffiths

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