38 lines
1.1 KiB
GLSL
38 lines
1.1 KiB
GLSL
#version 330
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in vec2 fragTexCoord;
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in vec4 fragColor;
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in vec3 fragPosition;
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in vec3 fragNormal;
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uniform sampler2D texture0;
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uniform vec4 sunlightColor;
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uniform vec3 lightDir;
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out vec4 finalColor;
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void main()
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{
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vec4 texelColor = texture(texture0, fragTexCoord);
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vec3 N = normalize(fragNormal);
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vec3 L = normalize(lightDir);
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float ndotl = max(dot(N, L), 0.0);
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float ambient = 0.1;
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float sunfactor = ambient + (1.0 - ambient) * ndotl;
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sunfactor *= 1+min(0, L.y);
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vec3 Lmoon = normalize(-lightDir);
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float ndotlMoon = max(dot(N, Lmoon), 0.0);
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float moonfactor = (ambient + (1.0 - ambient) * ndotlMoon) * 8;
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moonfactor *= max(0, -L.y);
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// In fragColor, 'r' is blocklight R, 'g' is blocklight G, 'b' is blocklight B and 'a' is sunlight
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texelColor.r *= fragColor.a * sunlightColor.r * (sunfactor+moonfactor) + fragColor.r;
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texelColor.g *= fragColor.a * sunlightColor.g * (sunfactor+moonfactor) + fragColor.g;
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texelColor.b *= fragColor.a * sunlightColor.b * (sunfactor+moonfactor) + fragColor.b;
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finalColor = texelColor;
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}
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