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@@ -30,7 +30,7 @@ void main()
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//FragColor = texture2D(DiffuseTexture, Input.TextureCoord * 2 + vec2(0, -1));
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DrawQuadrant(texture2D(DiffuseTexture, Input.TextureCoord * 2), vec2(-1, 1));
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DrawQuadrant(texture2D(PositionTexture, Input.TextureCoord * 2), vec2(1, 1));
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DrawQuadrant(texture2D(NormalTexture, Input.TextureCoord * 2), vec2(-1, -1));
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DrawQuadrant((texture2D(NormalTexture, Input.TextureCoord * 2)+1)/2, vec2(-1, -1));
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vec4 AllTexel = texture2D(DiffuseTexture, Input.TextureCoord*2)*texture2D(PositionTexture, Input.TextureCoord*2)*texture2D(NormalTexture, Input.TextureCoord*2);
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DrawQuadrant(AllTexel, vec2(1, -1));
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@@ -4,6 +4,20 @@ layout (binding=0) uniform sampler2D DiffuseTexture;
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layout (binding=1) uniform sampler2D PositionTexture;
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layout (binding=2) uniform sampler2D NormalTexture;
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uniform mat4 MVP;
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform vec3 ls;
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uniform vec3 ld;
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uniform vec3 lp;
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const float specularExponent = 20.0;
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uniform vec3 CameraPosition;
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const vec3 kd = vec3(1.0, 1.0, 1.0);
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const vec3 ks = vec3(1.0, 1.0, 1.0);
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const float kshine = 1.0;
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in VertexData
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{
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vec3 Position;
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@@ -13,7 +27,68 @@ in VertexData
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out vec4 FragColor;
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vec3 phong (vec3 PositionTexel, vec3 NormalTexel)
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{
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vec3 lightPosition = vec3( M * vec4( lp, 1.0 ) );
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vec3 distToLight = lightPosition - PositionTexel;
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vec3 directionToLight = normalize(distToLight);
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//Diffuse light
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float dotProdDiffuse = max(dot(directionToLight, NormalTexel), 0.0);
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vec3 Id = ld * kd * dotProdDiffuse; //Final diffuse intensity
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//Specular light
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vec3 reflection = reflect(-directionToLight, NormalTexel);
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vec3 surfaceToCamera = normalize(PositionTexel);
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vec3 HalfWay = normalize(surfaceToCamera + directionToLight);
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float dotProdSpecular = dot(HalfWay, NormalTexel);
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dotProdSpecular = max(dotProdSpecular, 0.0);
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float specularFactor = pow(dotProdSpecular, specularExponent);
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vec3 Is = ls * ks * specularFactor; //Final specular intensity
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//Attenuation
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float dist2D = distance(lightPosition, PositionTexel);
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float attenuationFactor = -log(min(1.0, dist2D / 5.0));
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//vec3 FinalOut = (Id + Is) * attenuationFactor;
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vec3 FinalOut = Id + Is;
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return FinalOut;
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}
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vec3 phong2 (vec3 PositionTexel, vec3 NormalTexel)
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{
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vec3 LightVector = lp - PositionTexel;
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vec3 ViewVector = normalize(PositionTexel);
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//diffuse
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vec3 Id = max(0.0, dot(LightVector, NormalTexel)) * ld;
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vec3 FinalOut = Id;
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return FinalOut;
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}
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vec3 phong3 (vec3 PositionTexel, vec3 NormalTexel)
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{
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vec3 lightDir = lp - PositionTexel;
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lightDir = normalize(lightDir);
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vec3 eyeDir = normalize(CameraPosition-PositionTexel);
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vec3 vHalfVector = normalize(lightDir.xyz+eyeDir);
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vec3 Id = max(0.0, dot(NormalTexel, lightDir)) * ld;
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vec3 Is = pow(max(0.0, dot(NormalTexel, vHalfVector)), 100.0) * ls;
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vec3 FinalFrag = Id + Is;
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return FinalFrag;
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}
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void main()
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{
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FragColor = texture2D(DiffuseTexture, Input.TextureCoord);
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vec4 DiffuseTexel = texture2D(DiffuseTexture, Input.TextureCoord);
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vec4 PositionTexel = texture2D(PositionTexture, Input.TextureCoord);
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vec4 NormalTexel = texture2D(NormalTexture, Input.TextureCoord);
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vec4 Frag_color;
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Frag_color.rgb = phong((MVP * PositionTexel).rgb, normalize(NormalTexel).rgb);
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Frag_color.a = 1.0;
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FragColor = Frag_color * DiffuseTexel;
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}
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@@ -3,6 +3,8 @@
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layout (location = 0) in vec3 Position;
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layout (location = 2) in vec2 TextureCoord;
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out VertexData
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{
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vec3 Position;
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@@ -11,7 +13,7 @@ out VertexData
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void main()
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{
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gl_Position = vec4(Position, 1.0);
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gl_Position = vec4(Position, 1.0);
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Output.Position = Position;
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Output.TextureCoord = TextureCoord;
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}
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