gpu-curtains
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    • Shader chunk to add to the head of a fragment shader to be able to use Phong shading.

      Parameters

      Returns string

      var color: vec4f = vec3(1.0);
      let specularColor: vec3f = vec3(1.0);
      let specularIntensity: f32 = 1.0;
      let shininess: f32 = 30.0;

      color = getPhong(normal, worldPosition, color, viewDirection, specularIntensity, specularColor, shininess);