104 lines
2.4 KiB
GLSL
Executable file
104 lines
2.4 KiB
GLSL
Executable file
#version 410 core
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out vec4 FragColor;
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in vec2 outTexCoords;
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in vec3 outNormal;
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in vec3 outFragPos;
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struct Material {
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sampler2D diffuse;
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sampler2D specular;
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float shininess;
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};
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struct LightSource {
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vec3 position;
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vec3 direction;
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float cutOff;
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float outerCutOff;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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float constant;
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float linear;
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float quadratic;
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int type;
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};
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const int SpotLight = 0;
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const int Directional = 1;
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const int PointLight = 2;
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//@[skip_auto_register]
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uniform Material material;
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//@[skip_auto_register]
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uniform LightSource light;
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uniform vec3 uViewPosition;
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//float near = 0.1;
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//float far = 100.0;
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//float LinearizeDepth(float depth)
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//{
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// float z = depth * 2.0 - 1.0; // back to NDC
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// return (2.0 * near * far) / (far + near - z * (far - near));
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//}
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void main()
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{
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//Ambient light
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vec3 ambient = light.ambient * vec3(texture(material.diffuse, outTexCoords));
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vec3 norm = normalize(outNormal);
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vec3 lightDir;
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float intensity = 1.0;
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if (light.type == PointLight)
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{
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lightDir = normalize(light.position - outFragPos);
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}
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else if (light.type == Directional)
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{
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lightDir = normalize(-light.position);
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}
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else if (light.type == SpotLight)
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{
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lightDir = normalize(light.position - outFragPos);
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float theta = dot(lightDir, normalize(-light.direction));
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float epsilon = light.cutOff - light.outerCutOff;
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intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 0.5);
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}
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, outTexCoords));
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//Specular light
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vec3 viewDir = normalize(uViewPosition - outFragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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vec3 specular = light.specular * spec * vec3(texture(material.specular, outTexCoords));
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//Attenuation
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if (light.type != Directional)
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{
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float dist = length(light.position - outFragPos);
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float attenuation = 1.0 / (light.constant * light.linear * dist * light.quadratic * (dist * dist));
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if (light.type == SpotLight)
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{
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diffuse *= intensity;
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specular *= intensity;
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}
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//else
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// ambient *= attenuation;
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diffuse *= attenuation;
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specular *= attenuation;
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}
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//Final color
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vec3 result = (ambient + diffuse + specular);
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FragColor = vec4(result, 1.0);
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//FragColor = vec4(vec3(LinearizeDepth(gl_FragCoord.z) / far), 1.0);
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}
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