112 lines
2.8 KiB
GLSL
112 lines
2.8 KiB
GLSL
#version 430 core
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in layout(location = 0) vec3 normal;
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in layout(location = 1) vec3 vertex;
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in layout(location = 2) vec2 UV;
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in layout(location = 3) mat3 TBN;
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layout(binding = 0) uniform sampler2D diffuseTexture;
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layout(binding = 1) uniform sampler2D normalTexture;
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uniform bool isIlluminated;
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uniform bool isTextured;
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uniform bool isNormalMapped;
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uniform bool isInverted;
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uniform layout(location = 6) mat4 MVP;
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uniform layout(location = 7) mat4 MV;
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uniform layout(location = 8) mat4 MVnormal;
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// point lights
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struct Light {
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vec3 position;
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mat4 MV;
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bool is_spot;
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vec3 spot_target; // MV space coordinates
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};
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//named
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#define N_LIGHTS 3
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uniform Light light[N_LIGHTS];
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out vec4 color;
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// constants
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float shininess = 15;
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vec3 c_diffuse = vec3(0.75390625, 0.4296875, 0.4375);
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vec3 c_emissive = vec3(0.01171875, 0.0, 0.15234375);
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vec3 c_specular = vec3(0.9453125, 0.94921875, 0.84765625);
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float spot_cuttof_angle = cos(1.5 / 180.0 * 3.1415926535);
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void main_(vec4 basecolor) {
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vec3 nnormal;
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if (isNormalMapped) {
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vec3 tangential = texture(normalTexture, UV).rgb * 2.0 - 1.0;
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nnormal = TBN * -normalize(tangential);
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} else {
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nnormal = normalize(normal);
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}
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float diffuse_intensity = 0.0;
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float specular_intensity = 0.0;
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for (int i = 0; i<3; i++) {
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vec3 L = vec3(light[i].MV * vec4(light[i].position, 1.0f)) - vertex;
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float l = length(L);
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float attenuation = clamp(2000/(1 + 1*l + 0.1*l*l), 0.0, 1.25);
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L = normalize(L);
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if (light[i].is_spot) {
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vec3 L2 = normalize(vec3(light[i].MV * vec4(light[i].position, 1.0f)) - light[i].spot_target);
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if (dot(L2, L) < spot_cuttof_angle) {
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continue;
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}
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attenuation *= 30;
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}
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float diffuse_i = dot(nnormal, L);
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float specular_i = pow(dot(reflect(-L, nnormal), normalize(vec3(0,0,0) - vertex)), shininess);
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if (diffuse_i > 0) diffuse_intensity += attenuation*diffuse_i;
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if (specular_i > 0) specular_intensity += attenuation*specular_i;
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}
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//diffuse_intensity *= 1.0 / N_LIGHTS;
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//specular_intensity *= 1.0 / N_LIGHTS;
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//float intensity = dot(normalize(normal), normalize(light_pos_2));
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//color = vec4(0.5 * normal + 0.5, 1.0);
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color = basecolor * vec4(c_emissive
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+ c_diffuse*diffuse_intensity, 1.0f)
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+ vec4(c_specular*specular_intensity, 1.0f);
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}
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void main() {
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if(isIlluminated) {
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if (isTextured) {
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c_diffuse = vec3(0.9);
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c_emissive = vec3(0.2);
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main_(texture(diffuseTexture, UV));
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} else {
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main_(vec4(1.0));
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}
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} else {
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color = texture(diffuseTexture, UV);
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}
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if (isInverted) {
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color.r = 1 - color.r;
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color.g = 1 - color.g;
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color.b = 1 - color.b;
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}
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}
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