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https://github.com/IllusionMan1212/3dobs.git
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initial commit
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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_diffuse1;
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sampler2D texture_diffuse2;
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sampler2D texture_diffuse3;
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sampler2D texture_diffuse4;
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sampler2D texture_diffuse5;
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sampler2D texture_diffuse6;
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sampler2D texture_diffuse7;
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sampler2D texture_diffuse8;
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sampler2D texture_diffuse9;
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sampler2D texture_diffuse10;
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sampler2D texture_diffuse11;
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sampler2D texture_diffuse12;
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sampler2D texture_diffuse13;
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sampler2D texture_diffuse14;
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sampler2D texture_diffuse15;
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sampler2D texture_diffuse16;
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sampler2D texture_specular1;
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sampler2D texture_specular2;
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sampler2D texture_specular3;
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sampler2D texture_specular4;
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sampler2D texture_specular5;
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sampler2D texture_specular6;
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sampler2D texture_specular7;
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sampler2D texture_specular8;
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sampler2D texture_specular9;
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sampler2D texture_specular10;
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sampler2D texture_specular11;
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sampler2D texture_specular12;
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sampler2D texture_specular13;
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sampler2D texture_specular14;
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sampler2D texture_specular15;
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sampler2D texture_specular16;
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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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};
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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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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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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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vec3 reflectDir = reflect(-lightDir, normal);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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//vec3 ambient = light.ambient * vec3(texture(material.texture_diffuse1, texCoords)) * material.ambient;
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//vec3 diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse1, texCoords)) * material.diffuse;
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//vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, texCoords)) * material.specular;
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vec3 ambient = light.ambient * material.ambient;
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vec3 diffuse = light.diffuse * diff * material.diffuse;
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vec3 specular = light.specular * spec * material.specular;
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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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vec3 reflectDir = reflect(-lightDir, normal);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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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 = light.ambient * vec3(texture(material.texture_diffuse1, texCoords)) * material.ambient;
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//vec3 diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse1, texCoords)) * material.diffuse;
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//vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, texCoords)) * material.specular;
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vec3 ambient = light.ambient * material.ambient;
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vec3 diffuse = light.diffuse * diff * material.diffuse;
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vec3 specular = light.specular * spec * material.specular;
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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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vec3 reflectDir = reflect(-lightDir, normal);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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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 = light.ambient * vec3(texture(material.texture_diffuse1, texCoords)) * material.ambient;
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//vec3 diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse1, texCoords)) * material.diffuse;
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//vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, texCoords)) * material.specular;
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vec3 ambient = light.ambient * material.ambient;
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vec3 diffuse = light.diffuse * diff * material.diffuse;
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vec3 specular = light.specular * spec * material.specular;
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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, 1.0);
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}
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@@ -0,0 +1,63 @@
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#version 330 core
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in vec3 nearPoint;
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in vec3 farPoint;
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out vec4 FragColor;
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uniform mat4 projection;
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uniform mat4 view;
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uniform float near;
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uniform float far;
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vec4 grid(vec3 fragPos3D, float scale, float lineWidth, float lineOpacity) {
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vec2 coord = fragPos3D.xz * scale; // use the scale variable to set the distance between the lines
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vec2 derivative = fwidth(coord);
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vec2 grid = abs(fract(coord - 0.5) - 0.5) / derivative;
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float line = min(grid.x, grid.y);
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float minimumz = min(derivative.y, 1);
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float minimumx = min(derivative.x, 1);
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vec4 color = vec4(0.2, 0.2, 0.2, lineOpacity * (1.0 - min(line, 1.0)));
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// z axis
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if(abs(fragPos3D.x) < lineWidth * minimumx)
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color.z = 1.0;
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// x axis
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if(abs(fragPos3D.z) < lineWidth * minimumz)
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color.x = 1.0;
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return color;
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}
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float computeDepth(vec3 pos) {
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vec4 clip_space_pos = projection * view * vec4(pos.xyz, 1.0);
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return (clip_space_pos.z / clip_space_pos.w);
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}
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float computeLinearDepth(vec3 pos) {
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vec4 clip_space_pos = projection * view * vec4(pos.xyz, 1.0);
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float clip_space_depth = (clip_space_pos.z / clip_space_pos.w) * 2.0 - 1.0; // put back between -1 and 1
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float linearDepth = (2.0 * near * far) / (far + near - clip_space_depth * (far - near)); // get linear value between 0.01 and 100
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return linearDepth / far; // normalize
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}
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void main()
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{
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float t = -nearPoint.y / (farPoint.y - nearPoint.y);
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vec3 fragPos3D = nearPoint + t * (farPoint - nearPoint);
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//gl_FragDepth = computeDepth(fragPos3D);
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// above depth calculation is buggy
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// see https://stackoverflow.com/questions/72791713/issues-with-infinite-grid-in-opengl-4-5-with-glsl
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// for solution
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gl_FragDepth = ((gl_DepthRange.diff * computeDepth(fragPos3D)) +
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gl_DepthRange.near + gl_DepthRange.far) / 2.0;
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float linearDepth = computeLinearDepth(fragPos3D);
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float fading = max(0, (0.5 - linearDepth));
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float lineWidth = 0.1; // width of the grid lines in world space units
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float lineOpacity = 0.7; // opacity of the grid lines
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// Compute the grid colors at different resolutions and blend them together
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FragColor = (grid(fragPos3D, 5, lineWidth, lineOpacity) + grid(fragPos3D, 0.5, lineWidth, lineOpacity)) * float(t > 0);
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// Fade the grid out as it gets farther away
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FragColor.a *= fading;
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}
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#version 330 core
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out vec3 nearPoint;
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out vec3 farPoint;
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uniform mat4 projection;
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uniform mat4 view;
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// Grid position are in xy clipped space
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vec3 gridPlane[6] = vec3[](
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vec3(1, 1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0),
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vec3(-1, -1, 0), vec3(1, 1, 0), vec3(1, -1, 0)
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);
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vec3 UnprojectPoint(float x, float y, float z, mat4 v, mat4 proj) {
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mat4 viewInv = inverse(v);
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mat4 projInv = inverse(proj);
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vec4 unprojectedPoint = viewInv * projInv * vec4(x, y, z, 1.0);
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return unprojectedPoint.xyz / unprojectedPoint.w;
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}
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void main() {
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vec3 p = gridPlane[gl_VertexID].xyz;
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nearPoint = UnprojectPoint(p.x, p.y, 0.0, view, projection).xyz; // unprojecting on the near plane
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farPoint = UnprojectPoint(p.x, p.y, 1.0, view, projection).xyz; // unprojecting on the far plane
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gl_Position = vec4(p, 1.0); // using directly the clipped coordinates
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}
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#version 330 core
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out vec4 FragColor;
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void main()
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{
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FragColor = vec4(1.0);
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}
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#version 330 core
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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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out vec3 fragNormals;
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out vec3 fragPos;
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out vec2 texCoords;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main()
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{
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gl_Position = projection * view * model * vec4(aPos, 1.0f);
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fragNormals = mat3(transpose(inverse(model))) * aNormal;
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fragPos = vec3(model * vec4(aPos, 1.0));
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texCoords = aTexCoords;
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}
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