61 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			61 lines
		
	
	
		
			1.4 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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#include "../../lib/material.fs"
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#define FLUID_TRANSPARENCY 0.2f
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in vec3 FragPos;
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in vec3 ViewFragPos;
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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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    // Calculate the light to apply
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    vec3 light = getTotalLight(
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        material,
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        vec2(0),
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        vec3(viewPos.xyz),
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        FragPosLightSpace,
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        ViewFragPos,
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        FragPos,
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        norm,
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        viewDir
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    );
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    //calculate final color
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    vec3 finalColor = light;
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    //this final calculation is for transparency
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    FragColor = vec4(finalColor, FLUID_TRANSPARENCY);
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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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} |