76 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			76 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| 
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| 
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| #version 330 core
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| out vec4 FragColor;
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| 
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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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| 
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| struct DirLight {
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|     vec3 direction;
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| 	
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|     vec3 ambient;
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|     vec3 diffuse;
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|     vec3 specular;
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| };
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| 
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| struct PointLight {
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|     vec3 position;
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|     
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|     float constant;
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|     float linear;
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|     float quadratic;
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|     
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|     vec3 ambient;
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|     vec3 diffuse;
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|     vec3 specular;
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| };
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| 
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| struct SpotLight {
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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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|   
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|     float constant;
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|     float linear;
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|     float quadratic;
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|   
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|     vec3 ambient;
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|     vec3 diffuse;
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|     vec3 specular;       
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| };
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| 
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| #define NR_POINT_LIGHTS 10
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| 
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| in vec3 FragPos;
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| in vec3 Normal;
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| in vec2 TexCoord;
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| in vec4 FragPosLightSpace;
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| 
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| uniform vec3 viewPos;
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| uniform DirLight dirLight;
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| uniform PointLight pointLights[NR_POINT_LIGHTS];
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| uniform SpotLight spotLight;
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| uniform Material material;
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| 
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| //texture stuff
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| // uniform sampler2D ourTexture;
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| uniform int hasTransparency;
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| // uniform sampler2D specularTexture;
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| 
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| //light depth map
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| uniform sampler2D shadowMap;
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| 
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| 
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| void main(){
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|     if(hasTransparency == 1){
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|         if(texture(material.diffuse, TexCoord).a < 0.1){
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|             discard;
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|         }
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|     }
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|     FragColor = texture(material.diffuse, TexCoord);
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| } |