Added attenuation
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f2d1975af3
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11 changed files with 43 additions and 29 deletions
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@ -1,7 +1,8 @@
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#version 330 core
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struct Material
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{
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vec3 ambient, diffuse, specular;
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sampler2D diffuse;
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sampler2D specular;
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float shininess;
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};
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@ -10,6 +11,8 @@ struct Light
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vec3 position;
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vec3 ambient, diffuse, specular;
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float ambientStrength;
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float constant, linear, quadratic;
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};
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in vec2 oUV;
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@ -18,9 +21,6 @@ in vec3 oFragPos;
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out vec4 FragColor;
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uniform sampler2D texture1;
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uniform sampler2D texture2;
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uniform vec3 viewPos;
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uniform Material material;
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@ -29,23 +29,24 @@ uniform Light light;
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void main()
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{
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// Ambient light
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vec3 ambient = light.ambient * light.ambientStrength * material.ambient;
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vec3 ambient = light.ambient * light.ambientStrength * vec3(texture(material.diffuse, oUV));
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vec3 norm = normalize(oNormal);
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// Diffuse light
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vec3 lightDir = normalize(light.position - oFragPos);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = (diff * material.diffuse) * light.diffuse;
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vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, oUV));
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// Specular light
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vec3 viewDir = normalize(viewPos - oFragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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vec3 specular = (material.specular * spec) * light.specular;
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vec3 specular = light.specular * spec * vec3(texture(material.specular, oUV));
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vec4 objColor = mix(texture(texture1, oUV), texture(texture2, oUV), 0.2);
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float dist = length(light.position - oFragPos);
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float attenuation = 1.0 / (light.constant + light.linear * dist + light.quadratic * (dist * dist));
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FragColor = vec4(ambient + diffuse + specular, 1.0) * objColor;
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FragColor = vec4((ambient + diffuse + specular) * attenuation, 1.0);
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}
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