massive refactor
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@@ -2,14 +2,14 @@
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out vec4 FragColor;
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uniform float light_power;
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uniform vec3 lightColor;
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uniform vec3 objectColor;
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uniform vec3 viewPos;
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//uniform float light_power;
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//uniform vec3 lightColor;
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//uniform vec3 objectColor;
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//uniform vec3 viewPos;
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in vec3 FragPos;
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in vec3 Normal;
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in vec3 LightPos;
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//in vec3 Normal;
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//in vec3 LightPos;
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// const float light_power = 12.0;
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const float ambientStrength = 0.2;
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@@ -18,35 +18,6 @@ const float screenGamma = 2.2; // Assume the monitor is calibrated to the sRGB c
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void main()
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{
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// FragColor = vec4(1.0f, 0.0f, 0.0f, 1.0f);
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vec3 lightDir = LightPos - FragPos;
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float distance = length(lightDir);
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vec3 norm = normalize(Normal);
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vec3 ambient = ambientStrength * lightColor;
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distance = distance * distance;
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lightDir = normalize(lightDir);
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float lambertian = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = lambertian * lightColor;
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float specular = 0.0;
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if (lambertian > 0.0)
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{
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vec3 viewDir = normalize(-FragPos);
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vec3 halfDir = normalize(lightDir + viewDir);
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float specAngle = max(dot(halfDir, norm), 0.0);
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specular = pow(specAngle, shininess);
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}
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vec3 colorLinear = (ambient + (diffuse * light_power) + (specular * light_power)) * objectColor;
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// vec3 colorGammaCorrected = pow(colorLinear, vec3(1.0 / screenGamma));
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FragColor = vec4(colorLinear, 1.0);
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// vec3 norm = normalize(Normal);
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FragColor = vec4(1.0f, 0.0f, 0.0f, 1.0f);
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}
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@@ -1,22 +1,23 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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// layout (location = 1) in vec3 aNormal;
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//layout (location = 1) in vec3 aColor;
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uniform mat4 model;
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uniform mat4 view;
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// uniform mat4 model;
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// uniform mat4 view;
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uniform mat4 projection;
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uniform vec3 lightPos;
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// uniform vec3 lightPos;
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out vec3 FragPos;
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out vec3 Normal;
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out vec3 LightPos;
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// out vec3 Normal;
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// out vec3 LightPos;
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void main()
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{
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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FragPos = vec3(view * model * vec4(aPos, 1.0));
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Normal = mat3(transpose(inverse(view * model))) * aNormal;
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LightPos = vec3(view * vec4(lightPos, 1.0));
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// * view * model
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gl_Position = projection * vec4(aPos, 1.0);
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FragPos = vec3(vec4(aPos, 1.0));
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// Normal = mat3(transpose(inverse(view * model))) * aNormal;
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// LightPos = vec3(view * vec4(lightPos, 1.0));
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}
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