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When discussing the Phong.frag
shader the book mentions using clamp
to limit the Phong RGB components to the 0.0-1.0 range.
The actual clamp
call seems to be missing from the shader code, however:
https://github.com/gameprogcpp/code/blob/master/Chapter06/Shaders/Phong.frag
Adding this, the visual result is markedly different:
Phong = clamp(Phong, 0.0, 1.0);
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