Update shaders to do light processing in the fragment shaders
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1 changed files with 15 additions and 9 deletions
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@ -30,21 +30,27 @@ impl GliumRenderer {
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uniform mat4 model;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 view;
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uniform mat4 projection;
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uniform mat4 projection;
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uniform vec3 light_dir;
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out vec3 v_normal;
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out vec3 v_color;
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void main() {
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void main() {
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vec3 n = normalize(mat3(model) * normal);
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mat4 modelview = view * model;
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float diff = max(dot(n, -light_dir), 0.0);
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v_normal = transpose(inverse(mat3(modelview))) * normal;
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vec3 base = vec3(0.6, 0.6, 0.8);
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gl_Position = projection * modelview * vec4(position, 1.0);
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v_color = base * diff + 0.1;
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gl_Position = projection * view * model * vec4(position, 1.0);
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}"#;
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}"#;
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const FRAG: &str = r#"
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const FRAG: &str = r#"
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#version 330 core
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#version 330 core
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in vec3 v_color;
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in vec3 v_normal;
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out vec4 color;
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out vec4 color;
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void main() { color = vec4(v_color, 1.0); }"#;
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uniform vec3 light_dir;
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void main() {
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float brightness = dot(normalize(v_normal), normalize(light_dir));
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vec3 dark_color = vec3(0.6, 0.0, 0.0);
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vec3 regular_color = vec3(1.0, 0.0, 0.0);
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color = vec4(mix(dark_color, regular_color, brightness), 1.0);
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}"#;
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let program = Program::from_source(&display, VERT, FRAG, None)?;
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let program = Program::from_source(&display, VERT, FRAG, None)?;
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