Removed old shader
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2 changed files with 0 additions and 114 deletions
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec3 fragNormal;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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// Light uniform values
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uniform vec3 lightAmbientColor = vec3(0.6, 0.3, 0.0);
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uniform vec3 lightDiffuseColor = vec3(1.0, 0.5, 0.0);
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uniform vec3 lightSpecularColor = vec3(0.0, 1.0, 0.0);
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uniform float lightIntensity = 1.0;
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uniform float lightSpecIntensity = 1.0;
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// Material uniform values
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uniform vec3 matAmbientColor = vec3(1.0, 1.0, 1.0);
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uniform vec3 matSpecularColor = vec3(1.0, 1.0, 1.0);
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uniform float matGlossiness = 50.0;
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// World uniform values
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uniform vec3 lightPosition;
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uniform vec3 cameraPosition;
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// Fragment shader output data
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out vec4 fragColor;
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// Calculate ambient lighting component
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vec3 AmbientLighting()
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{
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return (matAmbientColor*lightAmbientColor);
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}
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// Calculate diffuse lighting component
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vec3 DiffuseLighting(in vec3 N, in vec3 L)
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{
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// Lambertian reflection calculation
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float diffuse = clamp(dot(N, L), 0, 1);
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return (colDiffuse.xyz*lightDiffuseColor*lightIntensity*diffuse);
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}
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// Calculate specular lighting component
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vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
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{
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float specular = 0.0;
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// Calculate specular reflection only if the surface is oriented to the light source
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if (dot(N, L) > 0)
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{
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// Calculate half vector
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vec3 H = normalize(L + V);
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// Calculate specular intensity
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specular = pow(dot(N, H), 3 + matGlossiness);
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}
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return (matSpecularColor*lightSpecularColor*lightSpecIntensity*specular);
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}
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void main()
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{
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// Normalize input vectors
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vec3 L = normalize(lightPosition);
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vec3 V = normalize(cameraPosition);
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vec3 N = normalize(fragNormal);
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// Calculate lighting components
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vec3 ambient = AmbientLighting();
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vec3 diffuse = DiffuseLighting(N, L);
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vec3 specular = SpecularLighting(N, L, V);
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord);
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// Calculate final fragment color
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finalColor = vec4(texelColor.rgb*(ambient + diffuse + specular), texelColor.a);
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}
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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// Input uniform values
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uniform mat4 mvpMatrix;
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// Output vertex attributes (to fragment shader)
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out vec2 fragTexCoord;
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out vec3 fragNormal;
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// NOTE: Add here your custom variables
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uniform mat4 modelMatrix;
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void main()
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{
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// Send vertex attributes to fragment shader
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fragTexCoord = vertexTexCoord;
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// Calculate view vector normal from model
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mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
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fragNormal = normalize(normalMatrix*vertexNormal);
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// Calculate final vertex position
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gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
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}
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