39 lines
1.2 KiB
GLSL
39 lines
1.2 KiB
GLSL
#version 330 core
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uniform sampler2DRect colorMap;
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uniform vec3 camera;
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uniform vec2 worldSize;
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uniform vec2 screenSize;
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in vec2 texCoord;
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in vec3 normal;
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out vec4 outColor;
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const vec3 lightDir = normalize(vec3(0.5, -1, -1));
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vec3 phongLighting(in vec3 kd, in vec3 ks, in float ns, in vec3 color, in vec3 normal, in vec3 lightDir, in vec3 halfVec){
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float diffuseComponent = max(dot(normal, lightDir), 0);
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float specularComponent = max(dot(halfVec, normal), 0);
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return color*diffuseComponent*(kd+ks*pow(specularComponent, ns));
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}
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void main()
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{
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// looping the world in the shape of a toreiller (infinite flat surface)
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vec2 worldCoord = texCoord*worldSize + camera.xy*worldSize.y;
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ivec2 nbRevolutions = ivec2(floor(worldCoord / worldSize));
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if(abs(mod(nbRevolutions.y, 2)) > 0.5)
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{
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worldCoord.x += worldSize.x/2;
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nbRevolutions.x = int(floor(worldCoord.x / worldSize.x));
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}
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worldCoord = worldCoord - nbRevolutions*worldSize;
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vec3 texColor = texelFetch(colorMap, ivec2(worldCoord)).xyz;
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// computing lighting
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vec3 lighting = phongLighting(texColor, vec3(0.5), 50, vec3(1), normalize(normal), lightDir, normalize(lightDir+vec3(0, 0, -1)));
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outColor = vec4(texColor*0.2 + 0.8*lighting, 1.0);
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}
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