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#version 330 core
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec3 normal;
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layout (location = 2) in vec2 uv;
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uniform mat4 MODEL;
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uniform mat4 VIEW;
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uniform mat4 PROJECTION;
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uniform mat3 NORMAL;
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noperspective out vec2 UV; // PSX use affine texture mapping
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out vec3 AMBIENT;
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out vec3 DIFFUSE;
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out vec3 SPECULAR;
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struct DirectionalLight {
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vec3 direction;
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vec3 color;
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float ambient;
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float diffuse;
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float specular;
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};
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struct Material {
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sampler2D tex;
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bool usesTex;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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int shininess;
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float alphaScissor;
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bool unshaded;
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bool cullBack;
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};
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uniform DirectionalLight directionalLight;
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uniform Material material;
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void main() {
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vec4 vertex = PROJECTION * VIEW * MODEL * vec4(pos, 1.0);
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gl_Position = vertex;
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UV = uv;
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vec3 my_normal = (VIEW * mat4(NORMAL) * vec4(normal, 0.0)).xyz;
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// Flat shading, we compute light per vertex
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AMBIENT = directionalLight.ambient * directionalLight.color * material.ambient;
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vec3 direction = -(VIEW * vec4(directionalLight.direction, 0.0)).xyz;
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float diff = dot(normalize(direction), normalize(my_normal));
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diff = max(diff, 0.0);
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DIFFUSE = directionalLight.diffuse * diff * directionalLight.color * material.diffuse;
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vec3 viewDir = normalize((VIEW * MODEL * vec4(pos, 1.0)).xyz);
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vec3 reflectionDir = reflect(normalize(direction), normalize(my_normal));
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float spec = dot(viewDir, reflectionDir);
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spec = max(spec, 0.0);
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spec = pow(spec, material.shininess);
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SPECULAR = directionalLight.color * (spec * material.specular);
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}
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