Work done on light and shadows.
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@@ -54,29 +54,10 @@ vec4 phong(vec3 position, vec3 normal, vec3 specular)
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//Attenuation
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float dist = distance(lightPos, position);
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//float attenuation = -log(min(1.0, dist / LightRadius));
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//float attenuation = 1.0 / (ConstantAttenuation + (LinearAttenuation * dist) + (QuadraticAttenuation * dist * dist));
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float attenuation = pow(max(0.0f, 1.0 - (dist / LightRadius)), 2);
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//float attenuation = 1.0 / (1.0 - 0.0001 * pow(dist, 2));
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//float attenuation = clamp(0.0, 1.0, 1.0 / (0.001 + (0.001 * dist) + (0.001 * dist * dist)));
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//float attenuation = 1.0 / dot(directionToLight, directionToLight);
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//float att_s = 5;
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//float attenuation = pow(dist, 2) / pow(5.0, 2);
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//attenuation = 1.0 / (1.0 + attenuation * att_s);
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//att_s = 1.0 / (1.0 + att_s);
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//attenuation = attenuation / (1.0 - att_s);
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//float radius = 5.0;
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//float alpha = dist / radius;
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//float dampingFactor = 1.0 - pow(alpha, 3);
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return vec4((Id + Is) * attenuation, 1.0);
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return vec4((Id) * attenuation, Is.r * attenuation);
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}
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void main()
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@@ -86,6 +67,6 @@ void main()
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vec4 NormalTexel = texture(NormalsTexture, TextureCoord);
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vec4 SpecularTexel = texture(SpecularTexture, TextureCoord);
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FragColor = phong(vec3(PositionTexel), vec3(NormalTexel), vec3(SpecularTexel))+vec4(0.1f);
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FragColor = phong(vec3(PositionTexel), vec3(NormalTexel), vec3(SpecularTexel));
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//FragColor = NormalTexel;
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}
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