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@@ -1,150 +0,0 @@
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-#version 100
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-
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-precision mediump float;
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-
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-varying vec3 fragPosition;
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-varying vec2 fragTexCoord;
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-varying vec4 fragColor;
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-varying vec3 fragNormal;
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-
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-uniform sampler2D texture0;
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-uniform sampler2D texture1;
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-uniform sampler2D texture2;
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-
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-uniform vec4 colAmbient;
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-uniform vec4 colDiffuse;
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-uniform vec4 colSpecular;
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-uniform float glossiness;
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-
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-uniform int useNormal;
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-uniform int useSpecular;
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-
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-uniform mat4 modelMatrix;
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-uniform vec3 viewDir;
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-
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-struct Light {
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- int enabled;
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- int type;
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- vec3 position;
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- vec3 direction;
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- vec4 diffuse;
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- float intensity;
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- float radius;
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- float coneAngle;
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-};
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-
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-const int maxLights = 8;
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-uniform Light lights[maxLights];
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-
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-vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s)
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-{
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- vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
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- vec3 surfaceToLight = l.position - surfacePos;
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-
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- // Diffuse shading
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- float brightness = clamp(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n)), 0, 1);
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- float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;
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-
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- // Specular shading
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- float spec = 0.0;
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- if (diff > 0.0)
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- {
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- vec3 h = normalize(-l.direction + v);
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- spec = pow(dot(n, h), 3 + glossiness)*s;
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- }
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-
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- return (diff*l.diffuse.rgb + spec*colSpecular.rgb);
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-}
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-
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-vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v, float s)
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-{
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- vec3 lightDir = normalize(-l.direction);
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-
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- // Diffuse shading
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- float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;
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-
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- // Specular shading
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- float spec = 0.0;
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- if (diff > 0.0)
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- {
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- vec3 h = normalize(lightDir + v);
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- spec = pow(dot(n, h), 3 + glossiness)*s;
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- }
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-
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- // Combine results
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- return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);
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-}
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-
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-vec3 CalcSpotLight(Light l, vec3 n, vec3 v, float s)
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-{
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- vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
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- vec3 lightToSurface = normalize(surfacePos - l.position);
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- vec3 lightDir = normalize(-l.direction);
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-
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- // Diffuse shading
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- float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;
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-
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- // Spot attenuation
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- float attenuation = clamp(dot(n, lightToSurface), 0.0, 1.0);
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- attenuation = dot(lightToSurface, -lightDir);
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-
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- float lightToSurfaceAngle = degrees(acos(attenuation));
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- if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
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-
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- float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
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-
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- // Combine diffuse and attenuation
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- float diffAttenuation = diff*attenuation;
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-
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- // Specular shading
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- float spec = 0.0;
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- if (diffAttenuation > 0.0)
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- {
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- vec3 h = normalize(lightDir + v);
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- spec = pow(dot(n, h), 3 + glossiness)*s;
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- }
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-
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- return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));
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-}
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-
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-void main()
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-{
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- // Calculate fragment normal in screen space
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- // NOTE: important to multiply model matrix by fragment normal to apply model transformation (rotation and scale)
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- mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
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- vec3 normal = normalize(normalMatrix*fragNormal);
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-
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- // Normalize normal and view direction vectors
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- vec3 n = normalize(normal);
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- vec3 v = normalize(viewDir);
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-
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- // Calculate diffuse texture color fetching
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- vec4 texelColor = texture2D(texture0, fragTexCoord);
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- vec3 lighting = colAmbient.rgb;
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-
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- // Calculate normal texture color fetching or set to maximum normal value by default
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- if (useNormal == 1)
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- {
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- n *= texture2D(texture1, fragTexCoord).rgb;
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- n = normalize(n);
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- }
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-
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- // Calculate specular texture color fetching or set to maximum specular value by default
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- float spec = 1.0;
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- if (useSpecular == 1) spec *= normalize(texture2D(texture2, fragTexCoord).r);
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-
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- for (int i = 0; i < maxLights; i++)
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- {
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- // Check if light is enabled
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- if (lights[i].enabled == 1)
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- {
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- // Calculate lighting based on light type
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- if(lights[i].type == 0) lighting += CalcPointLight(lights[i], n, v, spec);
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- else if(lights[i].type == 1) lighting += CalcDirectionalLight(lights[i], n, v, spec);
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- else if(lights[i].type == 2) lighting += CalcSpotLight(lights[i], n, v, spec);
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- }
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- }
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-
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- // Calculate final fragment color
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- gl_FragColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a);
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-}
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