Wood statue :

For wood statue each vertex in a face gets the face normal, so each vertex normal points to the same direction.
Blinn-Phong :

For Blinn-Phong each vertex normal is the normalized sum of normals of all adjacent faces to the vertex.


I got bored with the engine and decided to just play with effects for now. Here is real time light scattering, like explained in in Fabien Sanglard's blog. I plan to mix this with the earlier bloom shader and see if the thing still runs 60fps. It seems Acer laptop did not like light scattering though, both CPU and GPU temperature peaked very high and my laptop powered off itself, maybe some optimizations needed, eh :)