added basic lighting
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32fd486cc3
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93333821d8
3 changed files with 36 additions and 4 deletions
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@ -1,11 +1,32 @@
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#version 330 core
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out vec4 FragColor;
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in vec3 Normal;
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in vec2 TexCoords;
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in vec3 FragPos;
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uniform sampler2D texture_diffuse1;
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uniform vec3 lightColor;
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uniform vec3 lightPos;
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uniform vec3 viewPos;
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void main()
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{
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FragColor = texture(texture_diffuse1, TexCoords);
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{
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float ambientStrength = 0.1;
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vec3 ambient = ambientStrength * lightColor;
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(lightPos - FragPos);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * lightColor;
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float specularStrength = 0.5;
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
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vec3 specular = specularStrength * spec * lightColor;
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vec3 result = (ambient + diffuse + specular) * vec3(1.0, 0.5, 0.2);
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vec4 light = vec4(result, 1.0);
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FragColor = texture(texture_diffuse1, TexCoords) * light;
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}
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@ -3,7 +3,9 @@ layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTexCoords;
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out vec3 Normal;
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out vec2 TexCoords;
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out vec3 FragPos;
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uniform mat4 model;
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uniform mat4 view;
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@ -11,6 +13,8 @@ uniform mat4 projection;
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void main()
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{
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TexCoords = aTexCoords;
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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TexCoords = aTexCoords;
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Normal = mat3(transpose(inverse(model))) * aNormal;
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FragPos = vec3(model * vec4(aPos, 1.0));
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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}
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@ -67,6 +67,9 @@ int main()
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::rotate(model, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f));
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glm::vec3 lightPos = glm::vec3(1.2f, 1.0f, 2.0f);
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glm::vec3 lightColor = glm::vec3(1.0f, 1.0f, 1.0f);
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while(!glfwWindowShouldClose(window))
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{
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float currentFrame = glfwGetTime();
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@ -80,6 +83,10 @@ int main()
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ourShader.use();
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ourShader.setVec3("lightPos", lightPos);
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ourShader.setVec3("lightColor", lightColor);
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ourShader.setVec3("viewPos", camera.Position);
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glm::mat4 view = camera.GetViewMatrix();
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glm::mat4 projection = glm::perspective(glm::radians(45.0f), float(width) / float(height), 0.1f, 100.0f);
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ourShader.setMat4("view", view);
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