39 lines
944 B
GLSL
39 lines
944 B
GLSL
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#version 430 core
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uniform vec3 color;
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out vec4 outColor;
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uniform vec3 lightColor;
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uniform vec3 cameraPos;
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uniform vec3 lightPos;
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in vec3 FragNormal;
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in vec4 vertexPosWorld;
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uniform float exposition;
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void main()
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{
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vec3 viewDir = normalize(cameraPos - vertexPosWorld.xyz);
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vec3 normalizedNormal = normalize(FragNormal);
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vec3 lightDir = normalize(lightPos - vertexPosWorld.xyz);
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float diffuse = max(dot(normalizedNormal, lightDir), 0.0);
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vec3 normalizedViewDir = normalize(viewDir);
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vec3 reflectDir = reflect(-normalize(lightDir), normalizedNormal);
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float specular = pow(max(dot(normalizedViewDir, reflectDir), 0.0), 8.0);
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//zad_6
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float distance = length(lightPos - vertexPosWorld.xyz);
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vec3 newLightColor = lightColor / distance;
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vec3 finalColor = newLightColor * (color * diffuse+specular);
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finalColor = 1.0 - exp(-finalColor * exposition);
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outColor = vec4(finalColor, 1.0);
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}
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