57 lines
1.4 KiB
GLSL
57 lines
1.4 KiB
GLSL
#version 330
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// This source code is property of the Computer Graphics and Visualization
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// chair of the TU Dresden. Do not distribute!
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// Copyright (C) CGV TU Dresden - All Rights Reserved
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in vec3 n;
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in vec2 uv;
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in vec2 road_uv;
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out vec4 color;
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uniform vec3 cameraPos;
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uniform sampler2D grass;
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uniform sampler2D rock;
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uniform sampler2D alpha;
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uniform sampler2D road;
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uniform sampler2D specular_road;
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uniform sampler2D background;
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uniform vec2 screenSize;
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const vec3 dirToLight = normalize(vec3(1, 3, 1));
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//Calculates the visible surface color based on the Blinn-Phong illumination model
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vec4 calculateLighting(vec4 materialColor, float specularIntensity, vec3 normalizedNormal, vec3 directionToViewer)
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{
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vec4 color = materialColor;
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vec3 h = normalize(dirToLight + directionToViewer);
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color.xyz *= 0.9 * max(dot(normalizedNormal, dirToLight), 0) + 0.1;
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color.xyz += specularIntensity * pow(max(dot(h, normalizedNormal), 0), 50);
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return color;
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}
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vec4 getBackgroundColor()
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{
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return texture(background, gl_FragCoord.xy / screenSize);
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}
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void main()
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{
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//surface geometry
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//vec3 n = vec3(0, 1, 0);
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vec3 dirToViewer = vec3(0, 1, 0);
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//material properties
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//color = vec4(0.6, 0.6, 0.6, 1);
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color = mix(texture(grass, uv), texture(rock, uv), dot(n, dirToViewer));
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color = mix(color, texture(road, road_uv), texture(alpha, uv).x);
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float specular = texture(specular_road, road_uv).x;
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//Calculate light
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color = calculateLighting(color, specular, n, dirToViewer);
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}
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