Make the first light color affect the emissive colors, and fix bilinear filtering in PNGImage
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@ -130,7 +130,7 @@ vec3 phong(vec3 basecolor, vec3 nnormal) {
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if (diffuse_i>0) diffuse_component += light[i].color * diffuse_i * attenuation;
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}
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basecolor *= (emissive_color + diffuse_color *diffuse_component);
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basecolor *= (emissive_color*light[0].color + diffuse_color *diffuse_component);
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if (isReflectionMapped)
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basecolor = reflection(basecolor, nnormal);
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@ -34,21 +34,21 @@ vec4 PNGImage::get(int x, int y) {
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float(pixels[x*4+y*width*4 + 3]) / 255);
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}
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vec4 PNGImage::at_nearest(double u, double v) {
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int x = int( u*(width -1) + 0.5);
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int y = int(-v*(height-1) - 0.5);
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int x = int( u*(width) - 0.5);
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int y = int(-v*(height) + 0.5);
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return get(x, y);
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}
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vec4 PNGImage::at_bilinear(double u, double v) {
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double x = u*double(width-1);
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double y = -v*double(height-1);
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double x = u*double(width) - 0.5;
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double y = -v*double(height) + 0.5;
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int x1 = int(x + 0.0);
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int x2 = int(x + 1.0);
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int y1 = int(y + 0.0);
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int x2 = int(x + 1.0);
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int y2 = int(y + 1.0);
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double x2x = x2 - x;
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double y2y = y2 - y;
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double yy1 = y - y1;
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double xx1 = x - x1;
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double xx1 = x - x1;
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double yy1 = y - y1;
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double x2x = 1 - xx1;
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double y2y = 1 - yy1;
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vec4 q11 = get(x1, y1);
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vec4 q21 = get(x2, y1);
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vec4 q12 = get(x1, y2);
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