Import materials from files
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@@ -3,17 +3,21 @@
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noperspective in vec2 UV;
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in vec3 NORMAL;
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flat in vec3 AMBIENT;
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flat in vec3 DIFFUSE;
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flat in vec3 SPECULAR;
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in vec3 AMBIENT;
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in vec3 DIFFUSE;
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in vec3 SPECULAR;
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out vec4 FragColor;
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struct Material {
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vec3 color;
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bool usesColor;
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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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@@ -22,14 +26,10 @@ struct Material {
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uniform Material material;
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void main() {
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FragColor = vec4(0.0);
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if (material.usesColor) {
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FragColor += vec4(material.color, 1.0);
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}
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FragColor = vec4(AMBIENT + DIFFUSE + SPECULAR, 1.0);
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if (material.usesTex) {
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FragColor += texture(material.tex, UV);
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FragColor *= texture(material.tex, UV);
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}
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if (FragColor.w < material.alphaScissor) {
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@@ -39,8 +39,4 @@ void main() {
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if (material.cullBack && !gl_FrontFacing) {
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discard;
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}
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if (!material.unshaded) {
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FragColor *= vec4(AMBIENT + DIFFUSE + SPECULAR, 1.0);
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}
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}
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@@ -11,9 +11,9 @@ uniform mat4 PROJECTION;
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noperspective out vec2 UV; // PSX use affine texture mapping
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out vec3 NORMAL;
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flat out vec3 AMBIENT;
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flat out vec3 DIFFUSE;
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flat out vec3 SPECULAR;
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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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@@ -23,7 +23,22 @@ struct DirectionalLight {
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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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@@ -34,17 +49,17 @@ void main() {
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NORMAL = (VIEW * MODEL * 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;
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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(NORMAL));
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diff = max(diff, 0.0);
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DIFFUSE = directionalLight.diffuse * diff * directionalLight.color;
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DIFFUSE = directionalLight.diffuse * diff * directionalLight.color * material.diffuse;
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vec3 viewDir = (VIEW * MODEL * vec4(pos, 1.0)).xyz;
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vec3 viewDir = normalize((VIEW * MODEL * vec4(pos, 1.0)).xyz);
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vec3 reflectionDir = reflect(normalize(direction), normalize(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, 2);
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SPECULAR = directionalLight.specular * spec * directionalLight.color;
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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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