42 lines
No EOL
1.1 KiB
GLSL
42 lines
No EOL
1.1 KiB
GLSL
#version 330
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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 sampler2DArray 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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in float RealType;
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void main()
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{
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vec4 blendedColor[4];
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for (int i = 0; i < 4; i++) {
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float type = TexType[i];
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blendedColor[i] = texture(texture0, vec3(TexCoord, type));
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}
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float weightX = TexCoord.x;
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float weightY = TexCoord.y;
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vec4 mix1 = mix(blendedColor[0], blendedColor[2], weightX);
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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(litColor, FarColor, interpolationFactor);
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} |