36 lines
No EOL
821 B
GLSL
36 lines
No EOL
821 B
GLSL
#version 330
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out vec4 outputColor;
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uniform sampler2DArray texture0;
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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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in vec4 Color;
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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 color0 = texture(texture0, vec3(TexCoord, TexType.x));
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vec3 norm = normalize(Normal);
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vec4 finalColor = color0; //mix(color0, color1, norm.y);
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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 * Color;
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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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} |