2023-10-14 22:41:16 +02:00
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#version 330 core
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in vec3 fragNormals;
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in vec3 fragPos;
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in vec2 texCoords;
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out vec4 FragColor;
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struct Material {
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sampler2D texture_diffuse;
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sampler2D texture_specular;
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sampler2D texture_ambient;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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float shininess;
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float opacity;
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};
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struct DirLight {
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vec3 direction;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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};
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struct PointLight {
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vec3 position;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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float constant;
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float linear;
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float quadratic;
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};
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struct SpotLight {
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vec3 position;
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vec3 direction;
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float cutOff;
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float outerCutOff;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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float constant;
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float linear;
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float quadratic;
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};
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#define NR_POINT_LIGHTS 4
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#define blinn true
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uniform vec3 viewPos;
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uniform Material material;
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uniform DirLight dirLight;
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uniform PointLight pointLights[NR_POINT_LIGHTS];
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uniform SpotLight spotLight;
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uniform bool useTextures;
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vec3 CalculateDirLight(DirLight light, vec3 normal, vec3 viewDir) {
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vec3 lightDir = normalize(-light.direction);
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float diff = max(dot(lightDir, normal), 0.0);
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float spec = 0.0f;
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if (blinn) {
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vec3 halfwayDir = normalize(lightDir + viewDir);
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spec = pow(max(dot(normal, halfwayDir), 0.0), material.shininess);
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} else {
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vec3 reflectDir = reflect(-lightDir, normal);
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spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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}
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vec3 ambient = vec3(0.0, 0.0, 0.0);
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vec3 diffuse = vec3(0.0, 0.0, 0.0);
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vec3 specular = vec3(0.0, 0.0, 0.0);
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if (useTextures) {
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ambient = light.ambient * vec3(texture(material.texture_ambient, texCoords)) * material.ambient;
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diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse, texCoords)) * material.diffuse;
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specular = light.specular * spec * vec3(texture(material.texture_specular, texCoords)) * material.specular;
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} else {
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ambient = light.ambient * material.ambient;
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diffuse = light.diffuse * (diff * material.diffuse);
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specular = light.specular * (spec * material.specular);
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}
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return (ambient + diffuse + specular);
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}
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vec3 CalculatePointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir) {
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vec3 lightDir = normalize(light.position - fragPos);
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float diff = max(dot(lightDir, normal), 0.0);
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float spec = 0.0f;
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if (blinn) {
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vec3 halfwayDir = normalize(lightDir + viewDir);
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spec = pow(max(dot(normal, halfwayDir), 0.0), material.shininess);
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} else {
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vec3 reflectDir = reflect(-lightDir, normal);
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spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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}
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// attenuation
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float distance = length(light.position - fragPos);
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float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance + distance));
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vec3 ambient = vec3(0.0, 0.0, 0.0);
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vec3 diffuse = vec3(0.0, 0.0, 0.0);
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vec3 specular = vec3(0.0, 0.0, 0.0);
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if (useTextures) {
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ambient = light.ambient * vec3(texture(material.texture_ambient, texCoords)) * material.ambient;
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diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse, texCoords)) * material.diffuse;
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specular = light.specular * spec * vec3(texture(material.texture_specular, texCoords)) * material.specular;
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} else {
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ambient = light.ambient * material.ambient;
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diffuse = light.diffuse * (diff * material.diffuse);
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specular = light.specular * (spec * material.specular);
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}
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ambient *= attenuation;
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diffuse *= attenuation;
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specular *= attenuation;
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return (ambient + diffuse + specular);
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}
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vec3 CalculateSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir) {
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vec3 lightDir = normalize(light.position - fragPos);
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float diff = max(dot(lightDir, normal), 0.0);
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float spec = 0.0f;
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if (blinn) {
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vec3 halfwayDir = normalize(lightDir + viewDir);
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spec = pow(max(dot(normal, halfwayDir), 0.0), material.shininess);
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} else {
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vec3 reflectDir = reflect(-lightDir, normal);
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spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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}
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// attenuation
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float distance = length(light.position - fragPos);
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float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance + distance));
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// spotlight
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float theta = dot(lightDir, normalize(-light.direction));
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float epsilon = light.cutOff - light.outerCutOff;
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float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);
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vec3 ambient = vec3(0.0, 0.0, 0.0);
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vec3 diffuse = vec3(0.0, 0.0, 0.0);
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vec3 specular = vec3(0.0, 0.0, 0.0);
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if (useTextures) {
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ambient = light.ambient * vec3(texture(material.texture_ambient, texCoords)) * material.ambient;
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diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse, texCoords)) * material.diffuse;
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specular = light.specular * spec * vec3(texture(material.texture_specular, texCoords)) * material.specular;
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} else {
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ambient = light.ambient * material.ambient;
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diffuse = light.diffuse * (diff * material.diffuse);
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specular = light.specular * (spec * material.specular);
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}
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diffuse *= intensity;
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specular *= intensity;
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ambient *= attenuation;
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diffuse *= attenuation;
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specular *= attenuation;
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return (ambient + diffuse + specular);
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}
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void main()
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{
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vec3 norm = normalize(fragNormals);
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vec3 viewDir = normalize(viewPos - fragPos);
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// direction light
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vec3 result = CalculateDirLight(dirLight, norm, viewDir);
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// point lights
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for (int i = 0; i < NR_POINT_LIGHTS; i++) {
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result += CalculatePointLight(pointLights[i], norm, fragPos, viewDir);
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}
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result += CalculateSpotLight(spotLight, norm, fragPos, viewDir);
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FragColor = vec4(result, material.opacity);
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}
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