Exported phong into its own file
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#ifndef SHADING_H
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#define SHADING_H
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#include "linalg/linalg.h"
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#include "consts.h"
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// TODO: Consider wrapping this in a class (?)
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__device__ Vec3 phongShading(const Vec3& normal, const Vec3& lightDir, const Vec3& viewDir, const Vec3& baseColor) {
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Vec3 ambient = baseColor * ambientStrength;
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double diff = fmax(normal.dot(lightDir), 0.0);
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Vec3 diffuse = baseColor * (diffuseStrength * diff);
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Vec3 reflectDir = (normal * (2.0 * normal.dot(lightDir)) - lightDir).normalize();
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double spec = pow(fmax(viewDir.dot(reflectDir), 0.0), shininess);
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Vec3 specular = Vec3(1.0, 1.0, 1.0) * (specularStrength * spec);
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return ambient + diffuse + specular;
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}
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#endif // SHADING_H
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