Vertex exports all lights independently
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@ -2,7 +2,10 @@
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noperspective in vec2 UV;
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in vec3 NORMAL;
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flat in vec3 LIGHT;
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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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out vec4 FragColor;
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@ -30,6 +33,6 @@ void main() {
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}
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if (!material.unshaded) {
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FragColor *= vec4(LIGHT, 1.0);
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FragColor *= vec4(AMBIENT + DIFFUSE + SPECULAR, 1.0);
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}
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}
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@ -10,7 +10,10 @@ 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 LIGHT;
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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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struct DirectionalLight {
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vec3 direction;
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@ -31,19 +34,17 @@ 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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vec3 ambient = directionalLight.ambient * directionalLight.color;
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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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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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SPECULAR = directionalLight.specular * spec * directionalLight.color;
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}
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