ass: added ImGui

This commit is contained in:
Lukian 2025-07-14 17:27:54 +02:00
parent 93333821d8
commit 3eb73af274
31 changed files with 69057 additions and 201 deletions

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# Blender 4.4.3 MTL File: 'None'
# www.blender.org
newmtl Material
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illum 2

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# Blender 4.4.3
# www.blender.org
mtllib cube.mtl
o Cube
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usemtl Material
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#version 330 core
out vec4 FragColor;
in vec3 Normal;
in vec2 TexCoords;
in vec3 FragPos;
struct Light {
vec3 direction;
vec3 color;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform sampler2D texture_diffuse1;
uniform vec3 viewPos;
uniform Light light;
void main()
{
// ambient// ambient
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * light.color;
// diffuse
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(-light.direction);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * light.color;
// specular
float specularStrength = 0.5;
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = specularStrength * spec * light.color;
vec3 result = ambient + diffuse + specular;
vec4 light = vec4(result, 1.0);
FragColor = texture(texture_diffuse1, TexCoords) * light;
}

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#version 330 core
out vec4 FragColor;
in vec3 Normal;
in vec2 TexCoords;
in vec3 FragPos;
struct Light {
vec3 position;
vec3 color;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform sampler2D texture_diffuse1;
uniform vec3 viewPos;
uniform Light light;
void main()
{
// ambient// ambient
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * light.color;
// diffuse
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(light.position - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * light.color;
// specular
float specularStrength = 0.5;
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = specularStrength * spec * light.color;
vec3 result = ambient + diffuse + specular;
vec4 light = vec4(result, 1.0);
FragColor = texture(texture_diffuse1, TexCoords) * light;
}

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#version 330 core
out vec4 FragColor;
in vec3 Normal;
in vec2 TexCoords;
in vec3 FragPos;
struct Light {
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
float constant;
float linear;
float quadratic;
};
uniform sampler2D texture_diffuse1;
uniform vec3 viewPos;
uniform Light light;
void main()
{
// ambient// ambient
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * light.color;
// diffuse
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(-light.direction);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * light.color;
// specular
float specularStrength = 0.5;
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = specularStrength * spec * light.color;
vec3 result = ambient + diffuse + specular;
vec4 light = vec4(result, 1.0);
FragColor = texture(texture_diffuse1, TexCoords) * light;
}

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#version 330 core
out vec4 FragColor;
in vec3 Normal;
in vec2 TexCoords;
in vec3 FragPos;
uniform sampler2D texture_diffuse1;
uniform vec3 lightColor;
uniform vec3 lightPos;
uniform vec3 viewPos;
void main()
{
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * lightColor;
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
float specularStrength = 0.5;
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = specularStrength * spec * lightColor;
vec3 result = (ambient + diffuse + specular) * vec3(1.0, 0.5, 0.2);
vec4 light = vec4(result, 1.0);
FragColor = texture(texture_diffuse1, TexCoords) * light;
}