Add Normal in vertex. And add light in shader.
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16 changed files with 221 additions and 85 deletions
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@ -3,9 +3,12 @@
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out vec4 outputColor;
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uniform vec3 viewPos;
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uniform vec3 lightPos;
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uniform vec3 lightColor;
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uniform sampler2D texture0;
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in vec4 FarColor;
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in vec3 Normal;
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in vec3 FragPos;
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in vec2 TexCoord;
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in vec4 TexType;
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@ -41,8 +44,14 @@ void main()
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vec4 mix2 = mix(blendedColor[1], blendedColor[3], weightX);
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vec4 finalColor = mix(mix1, mix2, weightY);
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(lightPos - FragPos);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * lightColor;
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vec4 litColor = vec4(diffuse, 1.0) * finalColor;
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float distance = length(viewPos - FragPos);
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float interpolationFactor = clamp(distance / 1000.0, 0.0, 1.0);
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outputColor = mix(finalColor, FarColor, interpolationFactor);
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outputColor = mix(litColor, FarColor, interpolationFactor);
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}
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