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@@ -23,20 +23,21 @@ uniform vec4 u_cameraPos;
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#define u_ligthRadius u_sunDirection.w
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// Calculate blinn-phong per-vertex lighting
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float CalcPhongLighting( vec3 worldPos, vec3 normal, vec3 lightPos ) {
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vec3 CalcPhongLighting( vec3 worldPos, vec3 normal, vec3 lightPos ) {
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vec3 lightDir = normalize( lightPos - worldPos );
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vec3 viewDir = normalize( u_cameraPos.xyz - worldPos );
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vec3 halfVec = normalize( lightDir + viewDir );
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float diff = max( dot( normal, lightDir ), 0.0 );
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float spec = pow( max( dot( normal, halfVec ), 0.0 ), 32.0 );
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v_finalColor.x = diff;
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float lightlength = length( lightPos - worldPos );
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float attenuation = max( 0.0, 1.0 - lightlength / u_ligthRadius );
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float spec = pow( max( dot( normal, halfVec ), 0.0 ), 128.0 ) * 1.0;
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diff = diff * attenuation;
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spec = spec * attenuation;
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v_finalColor.y = spec;
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return diff + spec;
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return u_sunAmbientColor.rgb + (u_sunColor.rgb * diff) + (u_sunColor.rgb * spec);
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}
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void main() {
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@@ -44,10 +45,7 @@ void main() {
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v_normal = vec3( mat3(u_modelMatrix) * a_normal );
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v_texcoord = a_texcoord;
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CalcPhongLighting( v_position, v_normal, u_ligthPosition );
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//v_finalColor = u_sunAmbientColor.rgb + CalcPhongLighting( v_position, v_normal, u_ligthPosition );
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v_finalColor = CalcPhongLighting( v_position, v_normal, u_ligthPosition );
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gl_Position = u_modelViewProjection * vec4(a_position, 1);
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}
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