Reorganize shaders to respective folders
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8 changed files with 249 additions and 29 deletions
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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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in vec4 vertexColor;
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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 vec4 fragColor;
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// NOTE: Add here your custom variables
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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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fragColor = vertexColor;
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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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68
examples/resources/shaders/glsl100/distortion.fs
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68
examples/resources/shaders/glsl100/distortion.fs
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#version 100
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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// Input uniform values
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uniform sampler2D texture0;
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// NOTE: Add here your custom variables
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const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
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const vec2 RightLensCenter = vec2(0.7136753, 0.5);
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const vec2 LeftScreenCenter = vec2(0.25, 0.5);
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const vec2 RightScreenCenter = vec2(0.75, 0.5);
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const vec2 Scale = vec2(0.25, 0.45); //vec2(0.1469278, 0.2350845);
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const vec2 ScaleIn = vec2(4, 2.2222);
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const vec4 HmdWarpParam = vec4(1, 0.22, 0.24, 0);
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/*
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// Another set of default values
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ChromaAbCorrection = {1.0, 0.0, 1.0, 0}
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DistortionK = {1.0, 0.22, 0.24, 0}
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Scale = {0.25, 0.5*AspectRatio, 0, 0}
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ScaleIn = {4.0, 2/AspectRatio, 0, 0}
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Left Screen Center = {0.25, 0.5, 0, 0}
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Left Lens Center = {0.287994117, 0.5, 0, 0}
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Right Screen Center = {0.75, 0.5, 0, 0}
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Right Lens Center = {0.712005913, 0.5, 0, 0}
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*/
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// Scales input texture coordinates for distortion.
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vec2 HmdWarp(vec2 in01, vec2 LensCenter)
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{
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vec2 theta = (in01 - LensCenter)*ScaleIn; // Scales to [-1, 1]
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float rSq = theta.x*theta.x + theta.y*theta.y;
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vec2 rvector = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
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return LensCenter + Scale*rvector;
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}
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void main()
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{
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// SOURCE: http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=17081
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// The following two variables need to be set per eye
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vec2 LensCenter = fragTexCoord.x < 540 ? LeftLensCenter : RightLensCenter;
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vec2 ScreenCenter = fragTexCoord.x < 540 ? LeftScreenCenter : RightScreenCenter;
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vec2 tc = HmdWarp(fragTexCoord, LensCenter);
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if (any(bvec2(clamp(tc,ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)) - tc))) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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else
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{
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//tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5));
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gl_FragColor = texture2D(texture0, tc);
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}
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/*
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// Chromatic aberration is caused when a lens can't focus every color to the same focal point.
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// A simple way to fake this effect, and render it as a quick full-screen post-process,
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// is to apply an offset to each color channel in a fragment shader.
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vec4 rValue = texture2D(texture0, fragTexCoord - rOffset);
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vec4 gValue = texture2D(texture0, fragTexCoord - gOffset);
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vec4 bValue = texture2D(texture0, fragTexCoord - bOffset);
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finalColor = vec4(rValue.r, gValue.g, bValue.b, 1.0);
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*/
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}
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@ -45,8 +45,8 @@ void main()
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// SOURCE: http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=17081
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// The following two variables need to be set per eye
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vec2 LensCenter = gl_FragCoord.x < 540 ? LeftLensCenter : RightLensCenter;
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vec2 ScreenCenter = gl_FragCoord.x < 540 ? LeftScreenCenter : RightScreenCenter;
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vec2 LensCenter = fragTexCoord.x < 540 ? LeftLensCenter : RightLensCenter;
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vec2 ScreenCenter = fragTexCoord.x < 540 ? LeftScreenCenter : RightScreenCenter;
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vec2 tc = HmdWarp(fragTexCoord, LensCenter);
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#version 330
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in vec3 fragPosition;
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in vec2 fragTexCoord;
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in vec4 fragColor;
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in vec3 fragNormal;
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out vec4 finalColor;
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uniform sampler2D texture0;
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uniform sampler2D texture1;
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uniform sampler2D texture2;
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uniform vec4 colAmbient;
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uniform vec4 colDiffuse;
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uniform vec4 colSpecular;
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uniform float glossiness;
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uniform int useNormal;
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uniform int useSpecular;
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uniform mat4 modelMatrix;
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uniform vec3 viewDir;
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struct Light {
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int enabled;
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int type;
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vec3 position;
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vec3 direction;
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vec4 diffuse;
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float intensity;
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float radius;
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float coneAngle;
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};
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const int maxLights = 8;
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uniform int lightsCount;
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uniform Light lights[maxLights];
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vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s)
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{
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vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
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vec3 surfaceToLight = l.position - surfacePos;
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// Diffuse shading
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float brightness = clamp(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n)), 0, 1);
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float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;
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// Specular shading
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float spec = 0.0;
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if (diff > 0.0)
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{
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vec3 h = normalize(-l.direction + v);
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spec = pow(dot(n, h), 3 + glossiness)*s;
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}
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return (diff*l.diffuse.rgb + spec*colSpecular.rgb);
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}
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vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v, float s)
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{
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vec3 lightDir = normalize(-l.direction);
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// Diffuse shading
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float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;
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// Specular shading
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float spec = 0.0;
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if (diff > 0.0)
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{
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vec3 h = normalize(lightDir + v);
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spec = pow(dot(n, h), 3 + glossiness)*s;
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}
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// Combine results
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return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);
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}
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vec3 CalcSpotLight(Light l, vec3 n, vec3 v, float s)
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{
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vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
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vec3 lightToSurface = normalize(surfacePos - l.position);
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vec3 lightDir = normalize(-l.direction);
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// Diffuse shading
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float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;
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// Spot attenuation
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float attenuation = clamp(dot(n, lightToSurface), 0.0, 1.0);
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attenuation = dot(lightToSurface, -lightDir);
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float lightToSurfaceAngle = degrees(acos(attenuation));
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if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
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float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
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// Combine diffuse and attenuation
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float diffAttenuation = diff*attenuation;
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// Specular shading
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float spec = 0.0;
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if (diffAttenuation > 0.0)
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{
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vec3 h = normalize(lightDir + v);
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spec = pow(dot(n, h), 3 + glossiness)*s;
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}
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return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));
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}
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void main()
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{
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// Calculate fragment normal in screen space
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// NOTE: important to multiply model matrix by fragment normal to apply model transformation (rotation and scale)
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mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
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vec3 normal = normalize(normalMatrix*fragNormal);
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// Normalize normal and view direction vectors
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vec3 n = normalize(normal);
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vec3 v = normalize(viewDir);
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// Calculate diffuse texture color fetching
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vec4 texelColor = texture(texture0, fragTexCoord);
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vec3 lighting = colAmbient.rgb;
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// Calculate normal texture color fetching or set to maximum normal value by default
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if (useNormal == 1)
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{
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n *= texture(texture1, fragTexCoord).rgb;
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n = normalize(n);
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}
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// Calculate specular texture color fetching or set to maximum specular value by default
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float spec = 1.0;
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if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);
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for (int i = 0; i < lightsCount; i++)
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{
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// Check if light is enabled
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if (lights[i].enabled == 1)
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{
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// Calculate lighting based on light type
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switch (lights[i].type)
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{
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case 0: lighting += CalcPointLight(lights[i], n, v, spec); break;
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case 1: lighting += CalcDirectionalLight(lights[i], n, v, spec); break;
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case 2: lighting += CalcSpotLight(lights[i], n, v, spec); break;
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default: break;
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}
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}
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}
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// Calculate final fragment color
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finalColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a);
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}
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#version 330
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in vec3 vertexPosition;
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in vec3 vertexNormal;
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in vec2 vertexTexCoord;
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in vec4 vertexColor;
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out vec3 fragPosition;
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out vec2 fragTexCoord;
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out vec4 fragColor;
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out vec3 fragNormal;
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uniform mat4 mvpMatrix;
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void main()
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{
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fragPosition = vertexPosition;
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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fragNormal = vertexNormal;
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gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
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}
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