278 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			278 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 410 core
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#extension GL_ARB_explicit_uniform_location : enable
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#define NR_POINT_LIGHTS 10
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out vec4 FragColor;
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layout (std140) uniform Lights {
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    //                                        this is how many      because we have to align
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    //                                        bytes it SHOULD       in multiples of 16, this
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    //                                        take                  it where it ACTUALLY is
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    //
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    //refer: https://learnopengl.com/Advanced-OpenGL/Advanced-GLSL
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    //
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    //                                        base alignment        aligned offset
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    //direct light
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    vec3 dLDirection;                      // 16                    0
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    vec3 dLAmbient;                        // 16                    16
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    vec3 dLDiffuse;                        // 16                    32
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    vec3 dLSpecular;                       // 16                    48
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    //point light
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    vec3 pLposition[NR_POINT_LIGHTS];      // 16*10                 64
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    float pLconstant[NR_POINT_LIGHTS];     // 16*10                 224
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    float pLlinear[NR_POINT_LIGHTS];       // 16*10                 384
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    float pLquadratic[NR_POINT_LIGHTS];    // 16*10                 544
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    vec3 pLambient[NR_POINT_LIGHTS];       // 16*10                 704
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    vec3 pLdiffuse[NR_POINT_LIGHTS];       // 16*10                 864
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    vec3 pLspecular[NR_POINT_LIGHTS];      // 16*10                 1024
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    //for a total size of   1184
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};
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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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flat in ivec4 groundTexIndices;
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uniform vec3 viewPos;
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uniform Material material;
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//texture stuff
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// uniform sampler2D ourTexture;
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uniform int hasTransparency;
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// uniform sampler2D specularTexture;
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//light depth map
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layout (location = 3) uniform sampler2D shadowMap;
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//textures
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//
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// Goal is to have a texture for the current chunk and one for each nearnby chunk
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//
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//
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//
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// uniform sampler2D groundTextures1;
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// uniform sampler2D groundTextures2;
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// uniform sampler2D groundTextures3;
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// uniform sampler2D groundTextures4;
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// //fifth texture unit is for shadow map
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// uniform sampler2D groundTextures5;
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//this is for bindable ground textures
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layout (location = 5) uniform sampler2D groundTextures[10];
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// function prototypes
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vec3 CalcDirLight(vec3 normal, vec3 viewDir, vec3 texColor);
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vec3 CalcPointLight(int i, vec3 normal, vec3 fragPos, vec3 viewDir);
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// vec3 CalcSpotLight(vec3 normal, vec3 fragPos, vec3 viewDir);
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float ShadowCalculation(vec4 fragPosLightSpace, vec3 lightDir, vec3 normal);
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vec3 blendedTextureColor(vec2 texPos, vec4 tex1, vec4 tex2, vec4 tex3, vec4 tex4);
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vec4 getTextureColor(int index, vec2 coord){
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    if(index == 0){
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        return texture(groundTextures[0], coord);
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    }
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    if(index == 1){
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        return texture(groundTextures[1], coord);
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    }
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    if(index == 2){
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        return texture(groundTextures[2], coord);
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    }
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    if(index == 3){
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        return texture(groundTextures[3], coord);
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    }
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    if(index == 4){
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        return texture(groundTextures[4], coord);
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    }
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    // return texture(shadowMap, coord);
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    // return vec3(1,1,1);
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    return vec4(0,0,0,1);
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}
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void main(){
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    if(hasTransparency == 1){
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        if(texture(material.diffuse, TexCoord).a < 0.1){
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            discard;
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        }
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    }
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    vec3 norm = normalize(Normal);
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    vec3 viewDir = normalize(viewPos - FragPos);
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    // sampler2DArray text = groundTextures;
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    // sampler2D test = groundTextures1;
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    vec4 texColor1 = getTextureColor(groundTexIndices.x, TexCoord);
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    vec4 texColor2 = getTextureColor(groundTexIndices.y, TexCoord);
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    vec4 texColor3 = getTextureColor(groundTexIndices.z, TexCoord);
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    vec4 texColor4 = getTextureColor(groundTexIndices.w, TexCoord);
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    // vec4 texColor1 = texture(groundTextures[groundTexIndices.x], TexCoord);
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    // vec4 texColor2 = texture(groundTextures[groundTexIndices.y], TexCoord);
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    // vec4 texColor3 = texture(groundTextures[groundTexIndices.z], TexCoord);
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    // vec4 texColor4 = texture(groundTextures[groundTexIndices.w], TexCoord);
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    // vec4 texColor1 = texture(groundTextures[0], TexCoord);
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    // vec4 texColor2 = texture(groundTextures[1], TexCoord);
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    // vec4 texColor3 = texture(groundTextures[1], TexCoord);
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    // vec4 texColor4 = texture(groundTextures[1], TexCoord);
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    vec3 finalTexColor = blendedTextureColor(TexCoord, texColor1, texColor2, texColor3, texColor4);
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    // vec3 finalTexColor = vec3(0,0,0);
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    // vec3 finalTexColor = mix(mix(texColor1,texColor2,TexCoord.x),mix(texColor3,texColor4,TexCoord.x),TexCoord.y).xyz;//blendedTextureColor(TexCoord, texColor1, texColor2, texColor3, texColor4);
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    // if(groundTexIndices.x != 1 || groundTexIndices.y != 0 || groundTexIndices.z != 0 || groundTexIndices.w != 0){
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    //     finalTexColor = vec3(1,0,0);
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    // }
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    // vec3 finalTexColor = vec3(groundTexIndices.x,groundTexIndices.y,groundTexIndices.z);
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    // vec3 finalTexColor = vec3(1.0,0,0);
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    // vec4 tex2 = texture(groundTextures[int(groundTexIndices.y)], TexCoord);
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    // vec4 tex3 = texture2D(groundTextures[int(groundTexIndex.z * 2)], texPos);
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    // vec4 tex4 = texture2D(groundTextures[int(groundTexIndex.w * 2)], texPos);
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    //get texture color
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    // vec3 texColor = vec3(0,0,1);//blendedTextureColor(texPos, groundTexIndices);
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    vec3 result = CalcDirLight(norm, viewDir, finalTexColor);
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    for(int i = 0; i < NR_POINT_LIGHTS; i++){
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       result += CalcPointLight(i, norm, FragPos, viewDir);
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    }
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    // result += CalcSpotLight(spotLight, norm, FragPos, viewDir);
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    FragColor = vec4(result, 1);//texture(ourTexture, TexCoord);//vec4(result, 1.0);
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}
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// calculates the color when using a directional light.
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vec3 CalcDirLight(vec3 normal, vec3 viewDir, vec3 texColor){
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    vec3 lightDir = normalize(-dLDirection);
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    // diffuse shading
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    float diff = max(dot(normal, lightDir), 0.0);
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    // specular shading
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    vec3 reflectDir = reflect(-lightDir, normal);
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    float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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    // combine results
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    // vec3 texColor = texture(material.diffuse, TexCoord).rgb;
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    vec3 ambient = dLAmbient;
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    vec3 diffuse = dLDiffuse * diff;
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    //vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoord).rgb);
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    float shadow = ShadowCalculation(FragPosLightSpace, lightDir, normal);
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    // return shadow * vec3(1,1,1);
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    return (  ambient + (1.0-shadow) * diffuse  ) * texColor;// + specular);
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}
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// calculates the color when using a point light.
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vec3 CalcPointLight(int i, vec3 normal, vec3 fragPos, vec3 viewDir){
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    vec3 lightDir = normalize(pLposition[i] - fragPos);
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    // diffuse shading
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    float diff = max(dot(normal, lightDir), 0.0);
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    // specular shading
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    // vec3 reflectDir = reflect(-lightDir, normal);
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    // float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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    // attenuation
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    float distance = length(pLposition[i] - fragPos);
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    float attenuation = 1.0 / (pLconstant[i] + pLlinear[i] * distance + pLquadratic[i] * (distance * distance));    
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    // combine results
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    vec3 ambient = pLambient[i];// * vec4(texture(material.diffuse, TexCoord)).xyz;
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    vec3 diffuse = pLdiffuse[i] * diff;// * vec4(texture(material.diffuse, TexCoord)).xyz;
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    // vec3 specular = pLspecular[i] * spec;// * vec4(texture(material.specular, TexCoord)).xyz;
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    ambient *= attenuation;
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    diffuse *= attenuation;
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    // specular *= attenuation;
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    vec3 specular = vec3(0,0,0);
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    vec3 finalValue = (ambient + diffuse + specular);
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    finalValue = vec3(max(finalValue.x,0),max(finalValue.y,0),max(finalValue.z,0));
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    return finalValue;
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}
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// calculates the color when using a spot light.
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// vec3 CalcSpotLight(vec3 normal, vec3 fragPos, vec3 viewDir)
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// {
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//     vec3 lightDir = normalize(light.position - fragPos);
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//     // diffuse shading
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//     float diff = max(dot(normal, lightDir), 0.0);
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//     // specular shading
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//     vec3 reflectDir = reflect(-lightDir, normal);
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//     float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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//     // attenuation
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//     float distance = length(light.position - fragPos);
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//     float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));    
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//     // spotlight intensity
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//     float theta = dot(lightDir, normalize(-light.direction)); 
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//     float epsilon = light.cutOff - light.outerCutOff;
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//     float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);
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//     // combine results
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//     vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoord));
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//     vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoord));
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//     vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoord));
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//     ambient *= attenuation * intensity;
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//     diffuse *= attenuation * intensity;
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//     specular *= attenuation * intensity;
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//     return (ambient + diffuse + specular);
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// }
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float ShadowCalculation(vec4 fragPosLightSpace, vec3 lightDir, vec3 normal){
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    // perform perspective divide
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    vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
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    //transform to NDC
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    projCoords = projCoords * 0.5 + 0.5;
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    //get closest depth from light's POV
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    float closestDepth = texture(shadowMap, projCoords.xy).r;
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    //get depth of current fragment
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    float currentDepth = projCoords.z;
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    //calculate bias
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    float bias = min(0.05 * (1.0 - dot(normal, lightDir)), 0.005);
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    //calculate shadow value
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    float shadow = currentDepth - bias > closestDepth  ? 1.0 : 0.0;
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    if(projCoords.z > 1.0){
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        shadow = 0.0;
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    }
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    // shadow = currentDepth - closestDepth;
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    return shadow;
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}
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vec3 blendedTextureColor(vec2 texPos, vec4 tex1, vec4 tex2, vec4 tex3, vec4 tex4){
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    // int texIndex1 = int(groundTexIndex.x * 2);
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    // int texIndex2 = int(groundTexIndex.y * 2);
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    // int texIndex3 = int(groundTexIndex.z * 2);
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    // int texIndex4 = int(groundTexIndex.w * 2);
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    // vec4 tex1 = texture2D(groundTextures[int(groundTexIndex.x * 2)], texPos);
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    // vec4 tex2 = texture2D(groundTextures[int(groundTexIndex.y * 2)], texPos);
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    // vec4 tex3 = texture2D(groundTextures[int(groundTexIndex.z * 2)], texPos);
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    // vec4 tex4 = texture2D(groundTextures[int(groundTexIndex.w * 2)], texPos);
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    // float percentTex1 = (texPos.x - 1) * (texPos.y - 1);
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    // float percentTex2 = (texPos.x - 0) * (texPos.y - 1);
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    // float percentTex3 = (texPos.x - 1) * (texPos.y - 0);
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    // float percentTex4 = (texPos.x - 0) * (texPos.y - 0);
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    return mix(mix(tex1,tex2,texPos.x),mix(tex3,tex4,texPos.x),texPos.y).rgb;
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} |