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			71 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			71 lines
		
	
	
		
			1.8 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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//Shaders/FragmentShader.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 ViewFragPos;
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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 dvec3 viewPos;
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uniform Material material;
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/**
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The color to apply to the model
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*/
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uniform vec3 color;
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/**
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The output
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*/
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out vec4 FragColor;
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void main(){
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    if(texture(material.diffuse, TexCoord).a < FRAGMENT_ALPHA_CUTOFF){
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        discard;
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    }
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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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    vec3 lightIntensity = vec3(calcLightIntensityTotal(norm));
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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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    //
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    //point light calculations
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    vec3 lightAmount = vec3(0);
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    uint clusterIndex = findCluster(ViewFragPos, zNear, zFar);
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    uint pointLightCount = clusters[clusterIndex].count;
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    for(int i = 0; i < pointLightCount; i++){
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        uint pointLightIndex = clusters[clusterIndex].lightIndices[i];
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        PointLight pointLight = pointLight[pointLightIndex];
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        lightIntensity = lightIntensity + CalcPointLight(pointLight, norm, FragPos, viewDir);
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    }
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    //error checking on light clusters
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    if(pointLightCount > MAX_LIGHTS_PER_CLUSTER){
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        FragColor = vec4(1.0f,0,0,1.0f);
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        return;
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    }
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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, texture(material.diffuse, TexCoord).a);//texture(ourTexture, TexCoord);//vec4(result, 1.0);
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}
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