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			61 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			61 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 450 core
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#extension GL_ARB_shading_language_include : require
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#include "../../lib/lights.fs"
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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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in vec3 FragPos;
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in vec3 Normal;
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in vec2 texPlane1;
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in vec2 texPlane2;
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in vec2 texPlane3;
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in vec4 FragPosLightSpace;
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uniform dvec3 viewPos;
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uniform Material material;
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out vec4 FragColor;
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// function prototypes
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vec3 getColor(vec2 texPlane1, vec2 texPlane2, vec2 texPlane3, vec3 normal, Material material);
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void main(){
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    vec3 norm = normalize(Normal);
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    vec3 viewDir = normalize(vec3(viewPos) - FragPos);
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    //grab light intensity
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    float lightIntensity = calcLightIntensityTotal(norm);
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    //get color of base texture
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    vec3 textureColor = vec3(0.6, 0.92, 0.92);//getColor(texPlane1, texPlane2, texPlane3, norm, material);
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    //shadow
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    float shadow = ShadowCalculation(FragPosLightSpace, normalize(-directLight.direction), norm);
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    //calculate final color
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    vec3 finalColor = textureColor * lightIntensity * max(shadow,0.4);
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    //this final calculation is for transparency
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    FragColor = vec4(finalColor, 0.2);
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}
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vec3 getColor(vec2 texPlane1, vec2 texPlane2, vec2 texPlane3, vec3 normal, Material material){
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    vec3 weights = abs(normal);
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    vec3 albedoX = texture(material.diffuse, texPlane1).rgb;
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    vec3 albedoY = texture(material.diffuse, texPlane2).rgb;
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    vec3 albedoZ = texture(material.diffuse, texPlane3).rgb;
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    return (albedoX * weights.x + albedoY * weights.y + albedoZ * weights.z);
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} |