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- #version 330
- const float GLOSSINESS_POWER = 32.0;
- const vec3 lightColor = vec3(1.0, 1.0, 1.0);
- const float lightIntensityMult = 1.0;
- const float emissiveLightMult = 0.5;
- uniform vec3 u_lightWorldPos;
- uniform sampler2D u_diffuseMap;
- uniform sampler2D u_normalMap;
- uniform sampler2D u_specularMap;
- uniform vec3 u_cameraWorldPos;
- uniform float u_time;
- in vec4 v_surfaceColor;
- in vec3 v_worldPosition;
- in vec3 v_normal;
- in vec2 v_texCoords;
- in vec3 v_tangent;
- in vec3 v_bitangent;
- out vec4 fragColor;
- vec3 DecodeXYZfromRGB(vec3 RGB) {
- return (2.0 * RGB) - 1.0;
- }
- vec3 EncodeRGBfromXYZ(vec3 xyz) {
- return (xyz + 1) / 2;
- }
- vec4 EncodeRGBAfromXYZ(vec3 xyz) {
- return vec4((xyz + 1) / 2, 1);
- }
-
- void main()
- {
- vec4 diffuseTexel = texture(u_diffuseMap, v_texCoords);
- vec3 pixelColor = (diffuseTexel.rgb * v_surfaceColor.rgb);
- vec3 finalPixelColor = pixelColor;
- float pixelAlpha = v_surfaceColor.a * diffuseTexel.a;
- fragColor = vec4(finalPixelColor, pixelAlpha);
- //fragColor = vec4(normalTexel.rgb, 1.0);
- }
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