2025.6.1
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#version 420 core
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out vec4 FragColor;
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in vec3 Normal;
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in vec3 FragPos;
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in vec3 viewPos;
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uniform vec3 lightPos;
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uniform vec4 lightColor;
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uniform vec4 meshColor;
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struct Material {
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vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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vec4 emissive;
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float shininess;
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};
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uniform Material material;
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void main()
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{
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vec3 normal = normalize(Normal);
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vec3 lightDir = normalize(lightPos - FragPos);
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 halfwayDir = normalize(lightDir + viewDir);
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// diffuse
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float diff = max(dot(normal, lightDir), 0.0);
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// specular
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vec3 reflectDir = reflect(-lightDir, normal);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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vec4 ambient = lightColor * material.ambient;
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vec4 diffuse = lightColor * (diff * material.diffuse);
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vec4 specular = lightColor * (spec *material.specular);
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FragColor = ambient + diffuse + specular + material.emissive;
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}
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@@ -0,0 +1,21 @@
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#version 420 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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out vec3 FragPos;
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out vec3 Normal;
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out vec3 viewPos;
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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 mat4 model_normal;
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uniform vec3 view_position;
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void main()
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{
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FragPos = vec3(model * vec4(aPos, 1.0f));
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Normal = vec3(model_normal * vec4(aNormal, 1.0f));
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viewPos = view_position;
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gl_Position = projection * view * vec4(FragPos, 1.0f);
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}
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