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33 lines
540 B
GLSL
33 lines
540 B
GLSL
#version 330 core
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#include <globals.glsl>
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in vec3 f_pos;
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in vec3 f_norm;
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in vec3 f_col;
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in float f_light;
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layout (std140)
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uniform u_locals {
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vec3 model_offs;
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};
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out vec4 tgt_color;
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void main() {
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float glob_ambience = 0.001;
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float sun_ambience = 0.9;
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vec3 sun_dir = normalize(vec3(1.3, 1.7, 2.1));
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float sun_diffuse = dot(sun_dir, f_norm);
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float sun_light = sun_ambience + sun_diffuse;
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float static_light = glob_ambience + min(sun_light, f_light);
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vec3 light = vec3(static_light);
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tgt_color = vec4(f_col * light, 1.0);
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}
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