added specular, ambient light,...
need to fix the texutre gamma correction, look at the todos
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@@ -5,51 +5,68 @@ precision mediump float;
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#endif
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uniform mat3 n_matrix;
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uniform vec3 cameraPosition;
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uniform sampler2D texture;
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uniform float materialShininess;
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uniform vec3 materialSpecularColor;
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uniform bool b_transparent;
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uniform bool b_light;
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uniform struct Light {
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vec3 position;
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vec3 intensities;
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float attenuationFactor;
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float ambientCoefficient;
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} light;
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uniform bool b_transparent;
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uniform bool b_light;
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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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vec3 diffuse;
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// get fragment color from texture
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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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if(b_light)
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{
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// calculate normals in worldspace
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// some values
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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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vec4 surfaceColor = vec4(texture2D(texture, v_surfaceUV));
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if(!b_transparent)
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surfaceColor.a = 1.0f;
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vec3 surfaceToLight = normalize(light.position - v_surfacePosition);
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vec3 surfaceToCamera = normalize(cameraPosition - v_surfacePosition);
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// calculate the brightness depending on the angle
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// ambient
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vec3 ambient = light.ambientCoefficient * surfaceColor.rgb * light.intensities;
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// diffuse
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float diffuseCoefficient = max(0.0, dot(normalWorld, surfaceToLight));
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vec3 diffuse = diffuseCoefficient * surfaceColor.rgb * light.intensities;
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// result diffuse color
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diffuse = diffuseCoefficient * surfaceColor.rgb * light.intensities;
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// specular
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float specularCoefficient = 0.0;
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if(diffuseCoefficient > 0.0)
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specularCoefficient = pow(max(0.0, dot(surfaceToCamera, reflect(-surfaceToLight, normalWorld))), materialShininess);
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vec3 specular = specularCoefficient * materialSpecularColor * light.intensities;
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// attenuation
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float distanceToLight = length(light.position - v_surfacePosition);
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float attenuation = 1.0 / (1.0 + light.attenuationFactor * pow(distanceToLight, 2));
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// linear color before gamma correction)
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vec3 linearColor = ambient + attenuation * (diffuse + specular);
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// final color after gama correction
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vec3 gamma = vec3(1.0/2.2);
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gl_FragColor = vec4(pow(linearColor, gamma), surfaceColor.a);
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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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vec4 surfaceColor = vec4(texture2D(texture, v_surfaceUV));
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if(!b_transparent)
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surfaceColor.a = 1.0f;
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// put all together
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gl_FragColor = vec4(diffuse, surfaceColor.a);
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gl_FragColor = surfaceColor;
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}
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}
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