Adjust light direction and view angle
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@@ -1,7 +1,7 @@
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#version 450
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#version 450
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float ambient = 0.05;
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float ambient = 0.05;
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vec3 light_dir = normalize(vec3(2, 1, -1));
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vec3 light_dir = normalize(vec3(2, 2, -1));
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vec3 base_colour = vec3(1.0, 0.94, 0.8);
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vec3 base_colour = vec3(1.0, 0.94, 0.8);
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layout(location = 0) in vec3 frag_normal;
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layout(location = 0) in vec3 frag_normal;
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@@ -60,11 +60,11 @@ int main(int argc, char *argv[])
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// Initialise animation
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// Initialise animation
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animation_state_t anim = animation_init(&model);
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animation_state_t anim = animation_init(&model);
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const vec3_t cam = { 0, 4, -4 };
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const vec3_t cam = { 0, 4, -8 };
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const vec3_t tgt = { 0, 0.5, 0 };
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const vec3_t tgt = { 0, 0, 0 };
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const vp_t vp = {
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const vp_t vp = {
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.view = mat4_lookat(cam, tgt, (vec3_t) { 0, 1, 0 }),
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.view = mat4_lookat(cam, tgt, (vec3_t) { 0, 1, 0 }),
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.proj = mat4_perspective((float)W / H, PI / 8, 0.1, 10.0),
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.proj = mat4_perspective((float)W / H, PI / 8, 0.1, 100.0),
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};
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};
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mat4_t transform1 = mat4_mul(
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mat4_t transform1 = mat4_mul(
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MAT4_TRANSLATE(1, 0, 0),
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MAT4_TRANSLATE(1, 0, 0),
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