Implemented basic lighting!
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20 changed files with 8628 additions and 72 deletions
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@ -2,6 +2,37 @@
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layout(location = 0) out vec4 outColor;
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layout(location = 2) in vec3 Normal;
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layout(location = 3) in vec3 FragPos;
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layout(location = 4) in vec2 TexCoords;
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layout (binding = 2) uniform LightUniform {
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vec3 pos;
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} lightPos;
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layout (binding = 3) uniform ViewUniform {
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vec3 pos;
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} viewPos;
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layout (set = 1, binding = 0) uniform sampler2D textureSampler;
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layout (set = 1, binding = 1) uniform sampler2D diffuseSampler;
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void main() {
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outColor = vec4(1.0, 1.0, 1.0, 1.0);
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vec3 lightDiffuse = vec3(0.5, 0.5, 0.5);
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vec3 lightAmbient = vec3(0.2, 0.2, 0.2);
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vec3 lightSpecular = vec3(1.0, 1.0, 1.0);
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(lightPos.pos - FragPos);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = lightDiffuse * diff * vec3(texture(textureSampler, TexCoords));
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vec3 ambient = lightAmbient * vec3(texture(textureSampler, TexCoords));
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vec3 viewDir = normalize(viewPos.pos - FragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), 2);
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vec3 specular = lightSpecular * spec * vec3(texture(diffuseSampler, TexCoords));
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vec3 result = (ambient + diffuse + specular);
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outColor = vec4(result, 1.0);
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}
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