Phong lighting, flat shader
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@@ -2,6 +2,7 @@
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in vec3 UV;
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in vec3 NORMAL;
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in vec3 LIGHT;
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out vec4 FragColor;
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@@ -14,16 +15,7 @@ struct Material {
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bool unshaded;
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};
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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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uniform Material material;
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uniform DirectionalLight directionalLight;
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void main() {
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FragColor = vec4(0.0);
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@@ -38,12 +30,6 @@ void main() {
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}
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if (!material.unshaded) {
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vec3 ambient = directionalLight.ambient * directionalLight.color;
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ambient = max(ambient, 0.0);
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vec3 diffuse = directionalLight.diffuse * dot(directionalLight.direction, NORMAL) * directionalLight.color;
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diffuse = max(diffuse, 0.0);
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FragColor *= vec4(ambient + diffuse, 1.0);
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FragColor *= vec4(LIGHT, 1.0);
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}
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}
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@@ -10,10 +10,39 @@ uniform mat4 PROJECTION;
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out vec3 UV;
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out vec3 NORMAL;
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out vec3 LIGHT;
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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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uniform DirectionalLight directionalLight;
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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 = vec3(uv * vertex.z, vertex.z);
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NORMAL = (PROJECTION * VIEW * MODEL * vec4(normal, 0.0)).xyz;
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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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vec3 ambient = directionalLight.ambient * directionalLight.color;
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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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vec3 diffuse = directionalLight.diffuse * diff * directionalLight.color;
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vec3 viewDir = (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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vec3 specular = directionalLight.specular * spec * directionalLight.color;
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LIGHT = ambient + diffuse + specular;
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}
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