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			85 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			85 lines
		
	
	
		
			1.7 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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| #include "../../lib/standarduniform.fs"
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| 
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| //foliage.fs
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| 
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| 
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| /**
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|   * Transparency of the foliage
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|   */
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| #define FOLIAGE_TRANSPARENCY 1.0
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| 
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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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| in vec3 normalRot1;
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| in vec3 normalRot2;
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| 
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| 
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| uniform dvec3 viewPos;
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| uniform Material material;
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| 
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| //texture stuff
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| uniform vec3 baseColor;
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| uniform vec3 tipColor;
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| 
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| 
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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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| 
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| // function prototypes
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| float easeIn(float interpolator);
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| float easeOut(float interpolator);
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| 
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| void main(){
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| 
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|     //basic vars
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|     float heightPercent = TexCoord.y;
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| 
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|     //calculate color
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|     vec3 textureColor = mix(baseColor,tipColor,easeIn(heightPercent));
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| 
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|     //mix normals
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|     float normalMix = TexCoord.x;
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|     float normalMultiplier = -(1.0 + -2.0 * int(gl_FrontFacing));
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|     vec3 norm = normalize(mix(normalRot1,normalRot2,normalMix) * normalMultiplier);
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|     // vec3 norm = normalize(Normal * normalMultiplier);
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|     vec3 viewDir = normalize(vec3(viewPos) - FragPos);
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|     
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|     //grab light intensity
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|     vec3 lightIntensity = vec3(calcLightIntensityTotal(norm));
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| 
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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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|         textureColor,
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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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| 
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|     //calculate final color
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|     vec3 finalColor = light;
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| 
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|     //this final calculation is for transparency
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|     FragColor = vec4(finalColor, FOLIAGE_TRANSPARENCY);
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| }
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| 
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| float easeIn(float interpolator){
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|     return interpolator * interpolator;
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| }
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| 
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| float easeOut(float interpolator){
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|     return 1 - easeIn(1 - interpolator);
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| } |