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#version 120 |
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// Input vertex attributes (from vertex shader) |
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varying vec3 fragPosition; |
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varying vec2 fragTexCoord; |
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varying vec4 fragColor; |
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varying 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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// NOTE: Add here your custom variables |
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#define MAX_LIGHTS 4 |
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#define LIGHT_DIRECTIONAL 0 |
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#define LIGHT_POINT 1 |
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struct MaterialProperty { |
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vec3 color; |
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int useSampler; |
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sampler2D sampler; |
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}; |
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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 target; |
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vec4 color; |
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}; |
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// Input lighting values |
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uniform Light lights[MAX_LIGHTS]; |
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uniform vec4 ambient; |
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uniform vec3 viewPos; |
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void main() |
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{ |
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// Texel color fetching from texture sampler |
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vec4 texelColor = texture2D(texture0, fragTexCoord); |
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vec3 lightDot = vec3(0.0); |
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vec3 normal = normalize(fragNormal); |
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vec3 viewD = normalize(viewPos - fragPosition); |
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vec3 specular = vec3(0.0); |
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// NOTE: Implement here your fragment shader code |
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for (int i = 0; i < MAX_LIGHTS; i++) |
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{ |
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if (lights[i].enabled == 1) |
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{ |
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vec3 light = vec3(0.0); |
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if (lights[i].type == LIGHT_DIRECTIONAL) |
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{ |
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light = -normalize(lights[i].target - lights[i].position); |
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} |
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if (lights[i].type == LIGHT_POINT) |
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{ |
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light = normalize(lights[i].position - fragPosition); |
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} |
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float NdotL = max(dot(normal, light), 0.0); |
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lightDot += lights[i].color.rgb*NdotL; |
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float specCo = 0.0; |
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if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // 16 refers to shine |
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specular += specCo; |
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} |
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} |
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vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0))); |
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finalColor += texelColor*(ambient/10.0); |
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// Gamma correction |
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gl_FragColor = pow(finalColor, vec4(1.0/2.2)); |
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} |