2023-12-08 14:54:22 +01:00
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#version 430 core
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uniform sampler2D colorTexture;
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uniform vec3 sunPos;
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uniform vec3 sunColor;
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uniform float sunLightExp;
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uniform vec3 cameraPos;
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uniform float time;
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uniform vec3 reflectorPos;
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uniform vec3 reflectorDir;
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uniform vec3 reflectorColor;
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uniform float reflectorAngle;
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uniform float reflectorLightExp;
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vec3 normalizedVertexNormal;
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in vec3 vertexNormalOut;
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in vec3 vertexPosOut;
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in vec2 vertexTexCoordOut;
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out vec4 outColor;
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vec4 calcPointLight(vec3 fragColor, vec3 lightPos, vec3 lightColor, float lightExp) {
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vec3 lightDir = normalize(vertexPosOut - lightPos);
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float lightDistance = length(vertexPosOut - lightPos);
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vec3 newLightColor = lightColor / pow(lightDistance, 2);
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float intensity = dot(normalizedVertexNormal, -lightDir);
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intensity = max(intensity, 0.0);
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vec3 viewDir = normalize(cameraPos - vertexPosOut);
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vec3 reflectDir = reflect(lightDir, normalizedVertexNormal);
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float glossPow = 8;
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float specular = pow(max(dot(viewDir, reflectDir), 0.0), glossPow);
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float diffuse = intensity;
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vec3 resultColor = newLightColor * (fragColor * diffuse + specular );
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return vec4(1 - exp(-resultColor * lightExp), 1.0);
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}
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vec4 calcSpotLight(vec3 fragColor, vec3 lightPos, vec3 lightColor, vec3 lightDir, float lightExp) {
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vec3 reflectorLightDir = normalize(vertexPosOut - reflectorPos);
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float angleCos = dot(reflectorLightDir, reflectorDir);
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float reflectorOutAngle = reflectorAngle + radians(10);
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float epsilon = cos(reflectorAngle) - cos(reflectorOutAngle);
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vec4 res = vec4(0, 0, 0, 1);
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if (angleCos > cos(reflectorOutAngle)) {
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float intensity = clamp((angleCos - cos(reflectorOutAngle)) / epsilon, 0.0, 1.0);
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res = calcPointLight(fragColor, reflectorPos, reflectorColor, reflectorLightExp * intensity);
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}
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return res;
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}
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void main()
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{
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vec3 textureColor = texture2D(colorTexture, vertexTexCoordOut).rgb;
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normalizedVertexNormal = normalize(vertexNormalOut);
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outColor = calcPointLight(textureColor, sunPos, sunColor, sunLightExp);
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vec3 reflectorLightDir = normalize(vertexPosOut - reflectorPos);
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float angleCos = dot(reflectorLightDir, reflectorDir);
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float reflectorOutAngle = reflectorAngle + radians(10);
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float epsilon = cos(reflectorAngle) - cos(reflectorOutAngle);
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if (angleCos > cos(reflectorOutAngle)) {
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float intensity = clamp((angleCos - cos(reflectorOutAngle)) / epsilon, 0.0, 1.0);
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outColor += calcSpotLight(textureColor, reflectorPos, reflectorColor, reflectorLightDir, reflectorLightExp * intensity);
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}
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2023-12-14 01:54:12 +01:00
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//Debug
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//outColor = vec4(textureColor, 1);
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2023-12-08 14:54:22 +01:00
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}
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