52 lines
1.1 KiB
GLSL
52 lines
1.1 KiB
GLSL
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#version 430 core
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float AMBIENT = 0.1;
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uniform vec3 color;
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uniform vec3 lightPos;
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uniform sampler2D colorTexture;
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in vec3 fragNormal;
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in vec3 fragPosition;
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in vec2 texCoords;
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out vec4 outColor;
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uniform float shininess;
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uniform vec3 ambientColor;
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uniform vec3 specularColor;
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uniform vec3 emissiveColor;
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uniform float opticalDensity;
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uniform float dissolve;
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uniform int illuminationModel;
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void main()
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{
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vec3 lightDir = normalize(lightPos - fragPosition);
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vec3 normal = normalize(fragNormal);
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float diffuse = max(0.0, dot(normal, lightDir));
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vec3 lambertian = texture(colorTexture, texCoords).rgb * diffuse;
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vec3 viewDir = normalize(-fragPosition);
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vec3 halfwayDir = normalize(lightDir + viewDir);
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float specular = pow(max(0.0, dot(normal, halfwayDir)), shininess);
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vec3 blinnPhong = specularColor * specular;
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vec3 emissive = emissiveColor;
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vec3 ambient = ambientColor * AMBIENT;
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vec3 finalColor = lambertian + blinnPhong + emissive + ambient;
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finalColor *= (1.0 - dissolve);
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outColor = vec4(finalColor, 1.0);
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}
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