Added light calculation to fragment shader
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@ -4,21 +4,37 @@ precision mediump int;
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precision mediump float;
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#endif
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uniform mat3 n_matrix;
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uniform sampler2D texture;
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uniform struct Light {
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vec3 position;
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vec3 intensities;
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} light;
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uniform bool b_transparent;
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varying vec2 v_texcoord;
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varying vec4 v_position;
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varying vec3 v_normal;
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void main()
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{
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vec3 normal = normalize(n_matrix * v_normal);
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vec3 surfaceToLight = light.position - v_position;
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float brightness = dot(normal, surfaceToLight) / (length(surfaceToLight) * length(normal));
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brightness = clamp(brightness, 0, 1);
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// Set fragment color from texture
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vec4 finalColor = vec4(texture2D(texture, v_texcoord));
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vec4 surfaceColor = vec4(texture2D(texture, v_texcoord));
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if(!b_transparent)
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{
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finalColor.a = 1.0f;
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surfaceColor.a = 1.0f;
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}
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gl_FragColor = finalColor;
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gl_FragColor = vec4(brightness * light.intensities * surfaceColor.rgb, surfaceColor.a);
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}
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