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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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			uniform float fogDensity; | 
			
		
		
	
		
			
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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) light = -normalize(lights[i].target - lights[i].position); | 
			
		
		
	
		
			
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			            if (lights[i].type == LIGHT_POINT) light = normalize(lights[i].position - fragPosition); | 
			
		
		
	
		
			
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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); // Shine: 16.0 | 
			
		
		
	
		
			
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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))*vec4(lightDot, 1.0))); | 
			
		
		
	
		
			
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			    finalColor += texelColor*(ambient/10.0); | 
			
		
		
	
		
			
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			    // Gamma correction | 
			
		
		
	
		
			
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			    finalColor = pow(finalColor, vec4(1.0/2.2)); | 
			
		
		
	
		
			
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			    // Fog calculation | 
			
		
		
	
		
			
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			    float dist = length(viewPos - fragPosition); | 
			
		
		
	
		
			
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			    // these could be parameters... | 
			
		
		
	
		
			
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			    const vec4 fogColor = vec4(0.5, 0.5, 0.5, 1.0); | 
			
		
		
	
		
			
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			    //const float fogDensity = 0.16; | 
			
		
		
	
		
			
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			    // Exponential fog | 
			
		
		
	
		
			
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			    float fogFactor = 1.0/exp((dist*fogDensity)*(dist*fogDensity)); | 
			
		
		
	
		
			
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			    // Linear fog (less nice) | 
			
		
		
	
		
			
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			    //const float fogStart = 2.0; | 
			
		
		
	
		
			
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			    //const float fogEnd = 10.0; | 
			
		
		
	
		
			
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			    //float fogFactor = (fogEnd - dist)/(fogEnd - fogStart); | 
			
		
		
	
		
			
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			    fogFactor = clamp(fogFactor, 0.0, 1.0); | 
			
		
		
	
		
			
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			    gl_FragColor = mix(fogColor, finalColor, fogFactor); | 
			
		
		
	
		
			
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			} |