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				https://github.com/GayPizzaSpecifications/voxelotl-engine.git
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	ambient & diffuse colours
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		@ -346,6 +346,8 @@ public class Renderer {
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    var fragUniforms = FragmentShaderUniforms(
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					    var fragUniforms = FragmentShaderUniforms(
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      cameraPosition: camera.position,
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					      cameraPosition: camera.position,
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      directionalLight: normalize(.init(0.75, -1, 0.5)),
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					      directionalLight: normalize(.init(0.75, -1, 0.5)),
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					      ambientColor:  SIMD4(Color(rgba8888: 0x1F1F1F00).linear),
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					      diffuseColor:  SIMD4(Color(rgba8888: 0xEFEFEF00).linear),
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      specularColor: SIMD4(Color(rgba8888: 0x7F7F7F00).linear),
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					      specularColor: SIMD4(Color(rgba8888: 0x7F7F7F00).linear),
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      specularIntensity: 50)
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					      specularIntensity: 50)
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    let instances = instances.map { (instance: Instance) -> VertexShaderInstance in
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					    let instances = instances.map { (instance: Instance) -> VertexShaderInstance in
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@ -37,18 +37,26 @@ fragment half4 fragmentMain(
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  constexpr metal::sampler sampler(metal::address::repeat, metal::filter::nearest);
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					  constexpr metal::sampler sampler(metal::address::repeat, metal::filter::nearest);
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  auto normal = metal::normalize(in.normal);
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					  auto normal = metal::normalize(in.normal);
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					  // Components for blinn-phong & fresnel
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  auto lightVec = -u.directionalLight;
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					  auto lightVec = -u.directionalLight;
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  float lambert = metal::dot(normal, lightVec);
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  float diffuse = metal::max(0.0, lambert);
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  auto eyeVector = metal::normalize(u.cameraPosition - in.world);
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					  auto eyeVector = metal::normalize(u.cameraPosition - in.world);
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  auto halfDir = metal::normalize(lightVec + eyeVector);
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					  auto halfDir = metal::normalize(lightVec + eyeVector);
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					  // Compute diffuse component
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					  float lambert = metal::dot(normal, lightVec);
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					  float diffuseAmount = metal::max(0.0, lambert);
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					  half4 diffuse = half4(u.diffuseColor) * diffuseAmount;
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					  // Compute specular component (blinn-phong)
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  float specularAngle = metal::max(0.0, metal::dot(halfDir, normal));
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					  float specularAngle = metal::max(0.0, metal::dot(halfDir, normal));
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  float specularTerm = metal::pow(specularAngle, u.specularIntensity);
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					  float specularTerm = metal::pow(specularAngle, u.specularIntensity);
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  half4 specularAmount = specularTerm * metal::smoothstep(0, 2, lambert * u.specularIntensity);
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					  // smoothstep hack to ensure highlight tapers gracefully at grazing angles
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					  float specularAmount = specularTerm * metal::smoothstep(0, 2, lambert * u.specularIntensity);
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					  half4 specular = half4(u.specularColor) * specularAmount;
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					  // Sample texture & vertex color to get albedo
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  half4 albedo = texture.sample(sampler, in.texCoord);
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					  half4 albedo = texture.sample(sampler, in.texCoord);
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  albedo *= in.color;
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					  albedo *= in.color;
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  return albedo * diffuse + half4(u.specularColor) * specularAmount;
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					  return albedo * (half4(u.ambientColor) + diffuse) + specular;
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}
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					}
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@ -38,7 +38,7 @@ typedef NS_ENUM(NSInteger, FragmentShaderInputIdx) {
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typedef struct {
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					typedef struct {
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  vector_float3 cameraPosition, directionalLight;
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					  vector_float3 cameraPosition, directionalLight;
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  vector_float4 specularColor;
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					  vector_float4 ambientColor, diffuseColor, specularColor;
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  float specularIntensity;
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					  float specularIntensity;
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} FragmentShaderUniforms;
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					} FragmentShaderUniforms;
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