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More coloring work of Surface to vert shader
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28d5baeeff
commit
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2 changed files with 19 additions and 22 deletions
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@ -1,29 +1,8 @@
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#version 330
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uniform vec3 light_source_position;
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uniform vec3 camera_position;
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uniform float reflectiveness;
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uniform float gloss;
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uniform float shadow;
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uniform float focal_distance;
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in vec3 xyz_coords;
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in vec3 v_normal;
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in vec4 v_color;
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out vec4 frag_color;
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#INSERT finalize_color.glsl
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void main() {
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frag_color = finalize_color(
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v_color,
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xyz_coords,
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normalize(v_normal),
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light_source_position,
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camera_position,
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reflectiveness,
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gloss,
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shadow
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);
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frag_color = v_color;
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}
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@ -2,6 +2,12 @@
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#INSERT camera_uniform_declarations.glsl
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uniform vec3 light_source_position;
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uniform vec3 camera_position;
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uniform float reflectiveness;
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uniform float gloss;
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uniform float shadow;
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in vec3 point;
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in vec3 du_point;
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in vec3 dv_point;
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@ -14,10 +20,22 @@ out vec4 v_color;
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#INSERT position_point_into_frame.glsl
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#INSERT get_gl_Position.glsl
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#INSERT get_rotated_surface_unit_normal_vector.glsl
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#INSERT finalize_color.glsl
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void main(){
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xyz_coords = position_point_into_frame(point);
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v_normal = get_rotated_surface_unit_normal_vector(point, du_point, dv_point);
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v_color = color;
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gl_Position = get_gl_Position(xyz_coords);
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v_color = finalize_color(
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color,
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xyz_coords,
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v_normal,
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light_source_position,
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camera_position,
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reflectiveness,
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gloss,
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shadow
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);
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}
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