60 lines
1.8 KiB
GLSL
60 lines
1.8 KiB
GLSL
#pragma STAGE: FRAGMENT
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#pragma GEOMETRY: MESH
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#pragma FEATURES: FACE LINE V_L V_RGB V_A LIGHTING TEXTURE U_RGBA
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#pragma FEATURE_TOGGLES: LIGHTING TEXTURE
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//------------[ Uniforms ]------------//
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#ifdef TEXTURE
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layout (location = 3) uniform sampler2D tex;
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#endif
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#ifdef LIGHTING
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layout (location = 5) uniform vec3 view_pos;
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layout (location = 6) uniform vec3 point_light_direction;
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layout (location = 7) uniform vec3 point_light_color;
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layout (location = 8) uniform vec3 ambient_light_color;
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layout (location = 9) uniform vec3 ambient_filter;
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layout (location = 10) uniform vec3 diffuse_filter;
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layout (location = 11) uniform vec3 specular_filter;
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layout (location = 12) uniform float shininess;
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#endif
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//------------[ Inputs ]------------//
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layout (location = 0) in vec4 frag_color;
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#ifdef LIGHTING
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layout (location = 1) in vec3 frag_position;
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layout (location = 2) in vec3 frag_normal;
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#endif
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#ifdef TEXTURE
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layout (location = 2) in vec2 frag_tex_coord;
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#endif
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//------------[ Outputs ]------------//
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layout (location = 0) out vec4 pixel_color;
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void main()
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{
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pixel_color = frag_color;
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#ifdef TEXTURE
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pixel_color *= texture(tex, frag_tex_coord);
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#endif
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#ifdef LIGHTING
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vec3 ambient = pixel_color.rgb * ambient_filter * ambient_light_color;
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float point_light_alignment = max(dot(frag_normal, point_light_direction), 0.0);
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vec3 diffuse = pixel_color.rgb * diffuse_filter * point_light_color * point_light_alignment;
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vec3 reflection_dir = reflect(-point_light_direction, frag_normal);
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vec3 view_dir = normalize(frag_position - view_pos);
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float specular_strength = pow(max(dot(view_dir, reflection_dir), 0.0), shininess);
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vec3 specular = specular_filter * point_light_color * specular_strength;
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pixel_color.rgb *= ambient + diffuse + specular;
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#endif
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}
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