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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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//foliage.fs
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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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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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uniform dvec3 viewPos;
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uniform Material material;
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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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The output
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*/
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out vec4 FragColor;
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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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void main(){
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    //basic vars
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    float heightPercent = TexCoord.y;
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    //calculate color
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    vec3 textureColor = mix(baseColor,tipColor,easeIn(heightPercent));
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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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    //grab light intensity
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    vec3 lightIntensity = vec3(calcLightIntensityTotal(norm));
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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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    //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, FOLIAGE_TRANSPARENCY);
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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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float easeOut(float interpolator){
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    return 1 - easeIn(1 - interpolator);
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} |