166 lines
		
	
	
		
			5.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			166 lines
		
	
	
		
			5.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
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#version 430 core
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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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struct DirLight {
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    vec3 direction;
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    vec3 ambient;
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    vec3 diffuse;
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    vec3 specular;
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};
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struct PointLight {
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    vec3 position;
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    float constant;
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    float linear;
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    float quadratic;
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    vec3 ambient;
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    vec3 diffuse;
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    vec3 specular;
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};
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struct SpotLight {
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    vec3 position;
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    vec3 direction;
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    float cutOff;
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    float outerCutOff;
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    float constant;
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    float linear;
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    float quadratic;
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    vec3 ambient;
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    vec3 diffuse;
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    vec3 specular;       
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};
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#define NR_POINT_LIGHTS 4
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in vec3 FragPos;
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in vec3 Normal;
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in vec2 TexCoords;
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uniform int fragHasTexture;
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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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// function prototypes
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vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir);
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vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
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vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
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void main()
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{    
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    // properties
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    vec3 norm = normalize(Normal);
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    vec3 viewDir = normalize(viewPos - FragPos);
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    // == =====================================================
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    // Our lighting is set up in 3 phases: directional, point lights and an optional flashlight
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    // For each phase, a calculate function is defined that calculates the corresponding color
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    // per lamp. In the main() function we take all the calculated colors and sum them up for
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    // this fragment's final color.
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    // == =====================================================
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    // phase 1: directional lighting
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    vec3 result = CalcDirLight(dirLight, norm, viewDir);
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    // phase 2: point lights
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    //for(int i = 0; i < NR_POINT_LIGHTS; i++)
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    //    result += CalcPointLight(pointLights[i], norm, FragPos, viewDir);    
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    // phase 3: spot light
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    //result += CalcSpotLight(spotLight, norm, FragPos, viewDir);    
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    FragColor = 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(DirLight light, vec3 normal, vec3 viewDir)
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{
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    vec3 lightDir = normalize(-light.direction);
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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 ambient = vec3(1.0,1.0,1.0);
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    vec3 diffuse = vec3(1.0,1.0,1.0);
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    vec3 specular = vec3(1.0,1.0,1.0);
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    if(fragHasTexture == 1){
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        ambient = light.ambient;// * vec3(texture(material.diffuse, TexCoords));
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        diffuse = light.diffuse * diff;// * vec3(texture(material.diffuse, TexCoords));
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        specular = light.specular * spec;// * vec3(texture(material.specular, TexCoords));
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    } else {
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        ambient = light.ambient;// * vec3(texture(material.diffuse, TexCoords));
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        diffuse = light.diffuse * diff;// * vec3(texture(material.diffuse, TexCoords));
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        specular = light.specular * spec;// * vec3(texture(material.specular, TexCoords));
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    }
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    //vec3 ambient = light.ambient;// * vec3(texture(material.diffuse, TexCoords));
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    //vec3 diffuse = light.diffuse * diff;// * vec3(texture(material.diffuse, TexCoords));
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    //vec3 specular = light.specular * spec;// * vec3(texture(material.specular, TexCoords));
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    return (ambient + diffuse);// + specular);
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}
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// calculates the color when using a point light.
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vec3 CalcPointLight(PointLight light, 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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    // combine results
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    vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
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    vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
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    vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
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    ambient *= attenuation;
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    diffuse *= attenuation;
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    specular *= attenuation;
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    return (ambient + diffuse + specular);
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}
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// calculates the color when using a spot light.
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vec3 CalcSpotLight(SpotLight light, 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, TexCoords));
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    vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
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    vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
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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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