#version 450 core #extension GL_ARB_shading_language_include : require #include "../../lib/lights.fs" //celShading.fs struct Material { sampler2D diffuse; sampler2D specular; float shininess; }; in vec3 FragPos; in vec3 Normal; in vec2 TexCoord; in vec4 FragPosLightSpace; uniform vec3 viewPos; // uniform DirLight dirLight; // uniform PointLight pointLights[NR_POINT_LIGHTS]; // uniform SpotLight spotLight; uniform Material material; /** The output */ out vec4 FragColor; void main(){ if(texture(material.diffuse, TexCoord).a < 0.1){ discard; } vec3 norm = normalize(Normal); vec3 viewDir = normalize(viewPos - FragPos); //grab light intensity float lightIntensity = calcLightIntensityTotal(norm); //get color of base texture vec3 textureColor = texture(material.diffuse, TexCoord).rgb; //shadow float shadow = ShadowCalculation(FragPosLightSpace, normalize(-directLight.direction), norm); //calculate final color vec3 finalColor = textureColor * lightIntensity * max(shadow,0.4); // vec3 lightAmount = CalcDirLight(norm, viewDir); // for(int i = 0; i < NR_POINT_LIGHTS; i++){ // lightAmount += CalcPointLight(i, norm, FragPos, viewDir); // } //this final calculation is for transparency FragColor = vec4(finalColor, texture(material.diffuse, TexCoord).a);//texture(ourTexture, TexCoord);//vec4(result, 1.0); }