Tuned Ace Editor a bit. Added multiple textures. Optimized shader, get ready for Recursive Ray Tracing.master
parent
107bbb23cd
commit
afc8716507
@ -1,130 +1,125 @@
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uniform float uTime; // TIME, IN SECONDS
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uniform float uTime;// TIME, IN SECONDS
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uniform int flags;
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uniform int flags;
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varying vec3 vPos; // -1 < vPos.x < +1
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//FLAGS 0-RT, 1-TEX, 2-
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// -1 < vPos.y < +1
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varying vec3 vPos;// -1 < vPos.x < +1
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// vPos.z == 0
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// -1 < vPos.y < +1
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// vPos.z == 0
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float fl = 3.0;
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float fl=3.;
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const float pi = 3.14159265359;
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const float pi=3.14159265359;
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const int n_ref=10;
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const int ns = 2;
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const int ns=2;
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vec4 Sph[ns];
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vec4 Sph[ns];
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uniform sampler2D uSampler[ns];
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uniform sampler2D uSampler[ns];
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vec3 Ambient [ns];
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vec3 Ambient[ns];
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vec3 Diffuse [ns];
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vec3 Diffuse[ns];
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vec4 Specular[ns];
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vec4 Specular[ns];
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// YOU MUST DEFINE A main() FUNCTION.
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bool getflag(int flag,int bit){
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bool getflag(int flag, int bit){
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float shifted = float(int(float(flag)/ pow(2.,float(bit))));
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float shifted = float(flag) - pow(2., float(bit));
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return fract(shifted/2.)>0.;
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return fract(shifted / 2.) > 0.;
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}
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}
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float clampv(float val, float l, float h){
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float clampv(float val,float l,float h){
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return val < l? l:val > h? h:val;
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return val<l?l:val>h?h:val;
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}
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}
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void main() {
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void main(){
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////////////////////////////////////////////////
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////////////////////////////////////////////////
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//
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//
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// HERE, FOR YOUR HOMEWORK, YOU CAN WRITE ANY
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// HERE, FOR YOUR HOMEWORK, YOU CAN WRITE ANY
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// CODE YOU LIKDEFINE A COLOR FOR THIS FRAGMENT.
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// CODE YOU LIKDEFINE A COLOR FOR THIS FRAGMENT.
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// LIGHT DIRECTION AND COLOR
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// LIGHT DIRECTION AND COLOR
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vec3 LDir = vec3(.5,.5,.5);
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vec3 LDir=vec3(.5,.5,.5);
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vec3 LCol = vec3(1.,1.,1.);
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vec3 LCol=vec3(1.,1.,1.);
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// SPHERE
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// SPHERE
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Sph[0] = vec4(.5*sin(uTime),0.,.5*cos(uTime), 0.2);
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Sph[0]=vec4(.5*sin(uTime),0.,.5*cos(uTime),.2);
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Sph[1] = vec4(0.,0.,0., 0.2);
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Sph[1]=vec4(0.,0.,0.,.2);
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// SURFACE REFLECTANCE PROPERTIES
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// SURFACE REFLECTANCE PROPERTIES
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Ambient [0] = vec3(.1,.05,.05); // r,g,b
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Ambient[0]=vec3(.1,.05,.05);// r,g,b
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Diffuse [0] = vec3(1.,.5,.5); // r,g,b
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Diffuse[0]=vec3(1.,.5,.5);// r,g,b
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Specular[0] = vec4(1.,.5,.5, 10.); // r,g,b,power
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Specular[0]=vec4(1.,.5,.5,10.);// r,g,b,power
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Ambient [1] = vec3(.05,.05,.1); // r,g,b
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Ambient[1]=vec3(.05,.05,.1);// r,g,b
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Diffuse [1] = vec3(.5,.5,1.); // r,g,b
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Diffuse[1]=vec3(.5,.5,1.);// r,g,b
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Specular[1] = vec4(1.,.5,.5, 20.); // r,g,b,power
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Specular[1]=vec4(1.,.5,.5,20.);// r,g,b,power
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// INITIALIZE TO A BACKGROUND COLOR
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// INITIALIZE TO A BACKGROUND COLOR
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vec3 color = vec3(.2, .3, .5);
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vec3 color=vec3(.2, .3, .5);
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// COMPUTE THE RAY ORIGIN AND DIRECTION
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// COMPUTE THE RAY ORIGIN AND DIRECTION
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float x=vPos.x;
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float x = vPos.x;
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float y=vPos.y;
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float y = vPos.y;
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vec3 V=vec3(0.,0.,fl);
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vec3 V = vec3(0.,0.,fl);
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vec3 W=normalize(vec3(x,y,-fl));
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vec3 W = normalize(vec3(x, y, -fl));
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// RAY TRACE TO ALL OBJECTS IN THE SCENE
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// RAY TRACE TO ALL OBJECTS IN THE SCENE
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for(int j=0;j<n_ref;j++)
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{
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float tMin = 10000.0;
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float tMin=10000.;
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for (int i = 0 ; i < ns ; i++) {
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int iMin = -1;
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for(int i=0;i<ns;i++){
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// SHIFT COORDINATES, SO THAT SPHERE IS AT (0,0,0)
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// SHIFT COORDINATES, SO THAT SPHERE IS AT (0,0,0)
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vec3 Vp=V-Sph[i].xyz;
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vec3 Vp = V - Sph[i].xyz;
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// SOLVE FOR QUADRATIC EQUATION IN t
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float B=dot(W,Vp);
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// SOLVE FOR QUADRATIC EQUATION IN t
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float C=dot(Vp,Vp)-Sph[i].w*Sph[i].w;
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float D=B*B-C;
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float B = dot(W, Vp);
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if(D>0.){
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float C = dot(Vp, Vp) - Sph[i].w * Sph[i].w;
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float t=-B-sqrt(D);
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float D = B*B - C;
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if(t > 0. && t < tMin){
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if (D > 0.) {
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tMin = t;
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float t = -B - sqrt(D);
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iMin = i;
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}
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// IF RAY HITS SPHERE
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}
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}
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if (t > 0. && t < tMin) {
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// IF RAY HITS SPHERE
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float t = tMin;
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float t = -B - sqrt(D);
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vec3 S=V+t*W;
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for(int i = 0; i < ns; ++ i)
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// IF RAY HITS SPHERE
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if(i == iMin)
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vec3 S = V + t * W;
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{
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if (t > 0. && t < tMin) {
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//*TEXTURE MAPPING
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vec3 tex_sph = S - Sph[i].xyz;
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vec3 tex_sph=S-Sph[i].xyz;
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// FIND SURFACE POINT AND NORMAL, DO SHADING
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float R=Sph[i].w;
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float R = Sph[i].w;
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float tex_x=acos(abs(tex_sph.x)/sqrt(R*R-tex_sph.y*tex_sph.y));
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float tex_x = acos(abs(tex_sph.x)/sqrt(R*R-tex_sph.y*tex_sph.y));
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if(tex_sph.x>0.)
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if(tex_sph.x > 0.)
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tex_x=pi-tex_x;
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tex_x = pi - tex_x;
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tex_x=R*tex_x;
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tex_x = R * tex_x;
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tex_x*=1.5708;//*Correct aspect ratio of texture 2:1 -> 2pir:2r
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tex_x *= 1.5708;//*Correct aspect ratio of texture 2:1 -> 2pir:2r
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tex_x=tex_x+float(uTime)*R;
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tex_x = tex_x + float(uTime)*R;
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float _2pir=2.*pi*R;
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float _2pir = 2. * pi * R;
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float quo=float(int(tex_x/_2pir));
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float quo = float(int(tex_x/_2pir));
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tex_x=clampv((tex_x-quo*_2pir),0.,_2pir)/_2pir;
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tex_x = clampv((tex_x - quo * _2pir), 0., _2pir) / _2pir;
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vec3 texture_color;
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//*TEXTURE MAPPING
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if(!getflag(flags,0))
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vec3 texture_color;
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texture_color=texture2D(uSampler[i],vec2(tex_x,((R-tex_sph.y)/(2.*R)))).xyz;
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if(getflag(flags, 0))
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texture_color = texture2D(uSampler[i], vec2(tex_x, ((R - tex_sph.y)/(2.*R)))).xyz;
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vec3 N=normalize(S-Sph[i].xyz);
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vec3 VDir=normalize(V-Sph[i].xyz);
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//*DIRECTIONS ARE NORMALIZED TO GET THE CORRECT PHONG LIGHTING
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vec3 N = normalize(S - Sph[i].xyz);
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vec3 realLDir=normalize(LDir-S);
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vec3 VDir = normalize(Vp);
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color=(
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//*DIRECTIONS ARE NORMALIZED TO GET THE CORRECT PHONG LIGHTING
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Ambient[i]
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vec3 realLDir = normalize(LDir - S);
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+Diffuse[i]*max(0.,dot(N,realLDir))*LCol
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color = (Ambient[i]
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)*texture_color
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+ Diffuse[i] * max(0.,dot(N,LDir)) * LCol) * texture_color
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// + SPECULAR COMPONENT GOES HERE
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// + SPECULAR COMPONENT GOES HERE
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+Specular[i].xyz*pow(max(0.,dot(2.*dot(N,realLDir)*N-realLDir,VDir)),Specular[i].w)
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+ Specular[i].xyz*pow(max(0., dot(2.*dot(N, LDir)*N - LDir, VDir)), Specular[i].w)
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;
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;
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break;
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}
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if(getflag(flags, 1))
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tMin = t;
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break;
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}
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}
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}
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// APPLY GAMMA CORRECTION AND SET THE PIXEL COLOR.
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}
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gl_FragColor=vec4(sqrt(color),1.);
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}
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// APPLY GAMMA CORRECTION AND SET THE PIXEL COLOR.
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gl_FragColor = vec4(sqrt(color), 1.0);
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}
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}
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