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@@ -0,0 +1,65 @@
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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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+// Input from vertex shader
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+varying vec3 fragPosition;
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+varying vec4 fragColor;
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+varying vec3 fragNormal;
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+
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+// Uniforms
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+uniform vec4 colDiffuse;
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+uniform vec4 ambient;
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+uniform vec3 viewPos;
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+
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+#define MAX_LIGHTS 4
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+#define LIGHT_DIRECTIONAL 0
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+#define LIGHT_POINT 1
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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 target;
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+ vec4 color;
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+};
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+
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+uniform Light lights[MAX_LIGHTS];
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+
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+void main()
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+{
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+ vec3 lightDot = vec3(0.0);
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+ vec3 normal = normalize(fragNormal);
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+ vec3 viewD = normalize(viewPos - fragPosition);
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+ vec3 specular = vec3(0.0);
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+
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+ for (int i = 0; i < MAX_LIGHTS; i++)
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+ {
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+ if (lights[i].enabled == 1)
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+ {
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+ vec3 light = vec3(0.0);
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+
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+ if (lights[i].type == LIGHT_DIRECTIONAL)
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+ light = -normalize(lights[i].target - lights[i].position);
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+
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+ if (lights[i].type == LIGHT_POINT)
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+ light = normalize(lights[i].position - fragPosition);
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+
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+ float NdotL = max(dot(normal, light), 0.0);
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+ lightDot += lights[i].color.rgb * NdotL;
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+
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+ if (NdotL > 0.0)
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+ {
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+ float specCo = pow(max(0.0, dot(viewD, reflect(-light, normal))), 16.0);
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+ specular += specCo;
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+ }
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+ }
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+ }
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+
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+ vec4 finalColor = (fragColor * ((colDiffuse + vec4(specular, 1.0)) * vec4(lightDot, 1.0)));
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+ finalColor += fragColor * (ambient / 10.0) * colDiffuse;
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+
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+ finalColor = pow(finalColor, vec4(1.0/2.2)); // gamma correction
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+
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+ gl_FragColor = finalColor;
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+}
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