Tweak IBL
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@@ -22,5 +22,5 @@ void main(void)
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vec3 eyedir = -normalize(xpos.xyz);
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float specval = texture(ntex, uv).z;
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Spec = vec4(SpecularIBL(normal, eyedir, specval), 1.);
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Spec = vec4(.25 * SpecularIBL(normal, eyedir, specval), 1.);
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}
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@@ -286,7 +286,8 @@ GLuint generateSpecularCubemap(GLuint probe)
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{
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// Blinn Phong can be approximated by Phong with 4x the specular coefficient
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// See http://seblagarde.wordpress.com/2012/03/29/relationship-between-phong-and-blinn-lighting-model/
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float roughness = (8 - level) * 4 * pow(2.f, 10.f) / 8.f;
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// NOTE : Removed because it makes too sharp reflexion
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float roughness = (8 - level) * pow(2.f, 10.f) / 8.f;
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float viewportSize = float(1 << (8 - level));
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float *tmp = new float[2048];
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