adjust light functionality,
bugs: - background cannot be changed during runtime
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@@ -15,40 +15,41 @@ uniform struct Light {
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uniform bool b_transparent;
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uniform bool b_light;
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varying vec2 v_texcoord;
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varying vec3 v_position;
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varying vec3 v_normal;
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varying vec2 v_surfaceUV;
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varying vec3 v_surfacePosition;
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varying vec3 v_surfaceNormal;
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void main()
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{
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// variables
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float brightness;
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if(b_light == true)
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{
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// calculate normals in worldspace
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vec3 normal = normalize(n_matrix * v_normal);
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//get the surface - light vector (cause this is a candel)
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vec3 surfaceToLight = light.position - v_position;
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// calculate the brightness depending on the angle
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brightness = dot(normal, surfaceToLight) / (length(surfaceToLight) * length(normal));
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brightness = clamp(brightness, 0, 1);
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}
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else
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{
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brightness = 1;
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light.intensities = vec3(1,1,1);
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}
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vec3 diffuse;
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// get fragment color from texture
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vec4 surfaceColor = vec4(texture2D(texture, v_texcoord));
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vec4 surfaceColor = vec4(texture2D(texture, v_surfaceUV));
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// if not transparent, ignore alpha value and set it to 1
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if(!b_transparent)
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surfaceColor.a = 1.0f;
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// pass the data to ogl
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gl_FragColor = vec4(brightness * light.intensities * surfaceColor.rgb, surfaceColor.a);
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if(b_light)
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{
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// calculate normals in worldspace
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vec3 normalWorld = normalize(n_matrix * v_surfaceNormal);
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//get the surface - light vector (cause this is a point light)
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vec3 surfaceToLight = normalize(light.position - v_surfacePosition);
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// calculate the brightness depending on the angle
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float diffuseCoefficient = max(0.0, dot(normalWorld, surfaceToLight));
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// result diffuse color
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diffuse = diffuseCoefficient * surfaceColor.rgb * light.intensities;
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}
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else
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{
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diffuse = surfaceColor.rgb;
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}
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// put all together
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gl_FragColor = vec4(diffuse, surfaceColor.a);
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}
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