2db52ded2f
Cleaned up some code in Renderer.cpp
72 lines
1.9 KiB
GLSL
72 lines
1.9 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 la;
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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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uniform float specularExponent;
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uniform vec3 CameraPosition;
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uniform float ConstantAttenuation;
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uniform float LinearAttenuation;
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uniform float QuadraticAttenuation;
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uniform float LightRadius;
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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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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
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vec3 lightPos = vec3(V * vec4(lp, 1.0));
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vec3 distanceToLight = lightPos - position;
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vec3 directionToLight = normalize(distanceToLight);
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float dotProd = dot(directionToLight, normal);
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dotProd = max(dotProd, 0.0);
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vec3 Id = kd * ld * dotProd;
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// Specular
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//vec3 reflection = reflect(-directionToLight, normal);
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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 specularFactor = pow(dotSpecular, specularExponent);
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vec3 Is = specular.r * ls * specularFactor;
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//Attenuation
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float dist = distance(lightPos, position);
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float attenuation = pow(max(0.0f, 1.0 - (dist / LightRadius)), 2);
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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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{
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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(NormalTexel), vec3(SpecularTexel));
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//FragColor = NormalTexel;
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} |