Moved shaders to separate OpenGL and DirectX folders
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/*
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This file is part of Daydream Engine.
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Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
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Daydream Engine is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Daydream Engine is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
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*/
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#version 440
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layout (binding=0) uniform sampler2D DiffuseTexture;
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layout (binding=1) uniform sampler2D NormalMap;
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layout (binding=2) uniform sampler2D SpecularMap;
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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 LightPosition;
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uniform float LightRadius;
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uniform vec3 LightSpecular;
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uniform vec3 LightDiffuse;
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in VertexData
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{
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vec3 Position;
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vec3 Normal;
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vec3 Tangent;
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vec3 BiTangent;
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vec2 TextureCoord;
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vec4 DiffuseColor;
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vec4 SpecularColor;
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vec4 BoneIndices1;
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vec4 BoneIndices2;
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vec4 BoneWeights1;
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vec4 BoneWeights2;
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} Input;
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out vec4 frag_Diffuse;
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vec4 phong(vec3 position, vec3 normal, vec3 specular, float specularExponent)
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{
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// Diffuse
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vec3 lightPos = vec3(V * vec4(LightPosition, 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 Idiffuse = LightDiffuse * 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 Ispecular = specular * LightSpecular * specularFactor;
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//Attenuation
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float dist = distance(lightPos, position);
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//float attenuation = 1.0 - pow(dist / LightRadius, 2);
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float attenuation = pow(max(0.0f, 1.0 - (dist / LightRadius)), 2);
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return vec4((Idiffuse + Ispecular) * attenuation, 1.0);
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}
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void main()
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{
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vec4 normalTexel = texture(NormalMap, Input.TextureCoord);
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mat3 TBN = mat3(Input.Tangent, Input.BiTangent, Input.Normal);
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vec3 normal = normalize(vec4(TBN * normalTexel.xyz, 0.0).xyz);
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vec4 specularTexel = texture(SpecularMap, Input.TextureCoord);
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vec4 diffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
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//frag_Diffuse = phong(Input.Position, normalize(normal), specularTexel.rgb, specularTexel.a);
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frag_Diffuse = diffuseTexel;
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}
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