58 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			58 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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//generic.fs
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#define SMALL_EPSILON 0.0001
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out vec4 FragColor;
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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 TexCoord;
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in vec4 FragPosLightSpace;
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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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void main(){
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    vec3 norm = normalize(Normal);
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    vec3 viewDir = normalize(viewPos - FragPos);
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    //grab light intensity
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    float lightIntensity = calcLightIntensityTotal(norm);
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    if(texture(material.diffuse, TexCoord).a < SMALL_EPSILON){
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        discard;
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    }
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    //get color of base texture
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    vec3 textureColor = texture(material.diffuse, TexCoord).rgb;
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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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    // vec3 lightAmount = CalcDirLight(norm, viewDir);
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    // for(int i = 0; i < NR_POINT_LIGHTS; i++){
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    //    lightAmount += CalcPointLight(i, norm, FragPos, viewDir);
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    // }
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    //this final calculation is for transparency
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    FragColor = vec4(finalColor, 1);//texture(ourTexture, TexCoord);//vec4(result, 1.0);
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}
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