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https://github.com/IllusionMan1212/3dobs.git
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WIP: normal maps
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+21
-9
@@ -2,6 +2,7 @@
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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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in mat3 fragTBN;
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out vec4 FragColor;
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@@ -10,6 +11,7 @@ struct Material {
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sampler2D texture_specular;
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sampler2D texture_ambient;
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sampler2D texture_emission;
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sampler2D texture_normal;
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vec3 ambient;
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vec3 diffuse;
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@@ -63,6 +65,7 @@ uniform PointLight pointLights[NR_POINT_LIGHTS];
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uniform SpotLight spotLight;
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uniform bool useTextures;
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uniform bool hasEmissionTexture;
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uniform bool hasNormalTexture;
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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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@@ -83,9 +86,9 @@ vec3 CalculateDirLight(DirLight light, vec3 normal, vec3 viewDir) {
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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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ambient = light.ambient * vec3(texture(material.texture_ambient, texCoords));
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diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse, texCoords));
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specular = light.specular * spec * vec3(texture(material.texture_specular, texCoords));
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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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@@ -118,9 +121,9 @@ vec3 CalculatePointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewD
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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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ambient = light.ambient * vec3(texture(material.texture_ambient, texCoords));
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diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse, texCoords));
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specular = light.specular * spec * vec3(texture(material.texture_specular, texCoords));
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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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@@ -162,9 +165,9 @@ vec3 CalculateSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir
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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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ambient = light.ambient * vec3(texture(material.texture_ambient, texCoords));
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diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse, texCoords));
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specular = light.specular * spec * vec3(texture(material.texture_specular, texCoords));
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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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@@ -190,6 +193,14 @@ void main()
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}
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vec3 norm = normalize(fragNormals);
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// use normal map if available
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if (useTextures && hasNormalTexture) {
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vec3 normal = texture(material.texture_normal, texCoords).rgb;
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normal = normal * 2.0 - 1.0;
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norm = normalize(fragTBN * normal);
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}
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vec3 viewDir = normalize(viewPos - fragPos);
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// direction light
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@@ -202,6 +213,7 @@ void main()
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result += CalculateSpotLight(spotLight, norm, fragPos, viewDir);
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// emission
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if (useTextures && hasEmissionTexture) {
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result += texture(material.texture_emission, texCoords).rgb;
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}
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@@ -2,9 +2,12 @@
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTexCoords;
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layout (location = 3) in vec3 aTangent;
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layout (location = 4) in vec3 aBitangent;
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out vec3 fragNormals;
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out vec3 fragPos;
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out vec2 texCoords;
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out mat3 fragTBN;
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uniform mat4 model;
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uniform mat4 view;
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@@ -19,7 +22,14 @@ void main()
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fragNormals = normalMatrix * aNormal;
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else
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fragNormals = mat3(transpose(inverse(model))) * aNormal;
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vec3 T = normalize(vec3(model * vec4(aTangent, 0.0)));
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vec3 B = normalize(vec3(model * vec4(aBitangent, 0.0)));
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vec3 N = normalize(vec3(model * vec4(aNormal, 0.0)));
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mat3 TBN = mat3(T, B, N);
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fragPos = vec3(model * vec4(aPos, 1.0));
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texCoords = aTexCoords;
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fragTBN = TBN;
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}
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