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Merge pull request #1530 from Wallbreaker5th/master
Modified the shaders slightly
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commit
44a9c6337e
4 changed files with 10 additions and 7 deletions
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@ -17,16 +17,16 @@ vec4 add_light(vec4 color,
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float shadow){
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if(gloss == 0.0 && shadow == 0.0) return color;
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// TODO, do we actually want this? It effectively treats surfaces as two-sided
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if(unit_normal.z < 0){
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unit_normal *= -1;
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}
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// TODO, read this in as a uniform?
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float camera_distance = 6;
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float camera_distance = focal_distance;
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// Assume everything has already been rotated such that camera is in the z-direction
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vec3 to_camera = vec3(0, 0, camera_distance) - point;
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vec3 to_light = light_coords - point;
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// TODO, do we actually want this? It effectively treats surfaces as two-sided
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if(dot(to_camera,unit_normal) < 0){
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unit_normal *= -1;
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}
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vec3 light_reflection = -to_light + 2 * unit_normal * dot(to_light, unit_normal);
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float dot_prod = dot(normalize(light_reflection), normalize(to_camera));
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float shine = gloss * exp(-3 * pow(1 - dot_prod, 2));
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@ -3,6 +3,7 @@
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uniform vec3 light_source_position;
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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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@ -6,6 +6,7 @@ uniform float num_textures;
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uniform vec3 light_source_position;
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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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@ -4,6 +4,7 @@ uniform vec3 light_source_position;
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uniform float gloss;
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uniform float shadow;
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uniform float anti_alias_width;
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uniform float focal_distance;
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in vec4 color;
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in float radius;
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