2db52ded2f
Cleaned up some code in Renderer.cpp
61 lines
1.7 KiB
GLSL
61 lines
1.7 KiB
GLSL
#version 430
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layout (binding=0) uniform sampler2D PositionTexture;
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layout (binding=1) uniform sampler2D NormalsTexture;
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layout (binding=2) uniform sampler2D SpecularTexture;
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uniform vec2 ViewportSize;
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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 CameraPosition;
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uniform vec3 directionToSun;
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const vec3 ks = vec3(1.0, 1.0, 1.0);
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const vec3 kd = vec3(1.0, 1.0, 1.0);
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const vec3 ka = vec3(1.0, 1.0, 1.0);
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const float kshine = 1.0;
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const vec3 SunDiffuseLight = vec3(0.3, 0.3, 0.3);
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const vec3 SunSpecularLight = vec3(1.0, 1.0, 1.0);
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const vec3 SunPos = directionToSun*vec3(100);
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const float specularExponent = 5;
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in VertexData
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{
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vec3 Position;
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vec2 TextureCoord;
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} Input;
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out vec4 FragColor;
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vec4 phong(vec3 position, vec3 normal, vec3 specular)
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{
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//Diffuse Sunlight
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vec3 directionToLight = normalize(vec3(V * vec4(directionToSun, 0.0)));
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float dotProdLight = dot(directionToLight, normal);
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dotProdLight = max(dotProdLight, 0.0);
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vec3 sId = kd * SunDiffuseLight * dotProdLight;
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//Specular Sunlight
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vec3 surfaceToViewer = normalize(-position);
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vec3 halfWay = normalize(surfaceToViewer + directionToLight);
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float dotSpecular = max(dot(halfWay, normal), 0.0);
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float specularFactorSun = pow(dotSpecular, specularExponent);
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vec3 sIs = specular.r * SunSpecularLight * specularFactorSun;
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return vec4((sId), sIs.r);
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}
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void main()
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{
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vec2 TextureCoord = gl_FragCoord.xy / ViewportSize;
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vec4 PositionTexel = texture(PositionTexture, TextureCoord);
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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(normalize(NormalTexel)), vec3(SpecularTexel));
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//FragColor = NormalTexel;
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} |