update
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@@ -4,32 +4,27 @@ out vec4 frag_color;
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uniform vec3 light_pos;
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uniform vec3 solid_color;
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in vec3 normal_cameraspace;
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in vec3 light_direction_cameraspace;
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in vec3 eye_direction_cameraspace;
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in vec3 position_worldspace;
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in vec3 normal;
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in vec3 frag_position;
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void main() {
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vec4 material_diffuse_color = vec4(solid_color, 1);
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vec4 material_ambient_color = vec4(0.1, 0.1, 0.1, 1.0) * material_diffuse_color;
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vec4 material_specular_color = vec4(1.0, 1.0, 1.0, 1.0);
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vec3 light_color = vec3(1, 1, 1);
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vec3 light_direction_norm = normalize(light_pos - frag_position);
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vec3 normal_norm = normalize(normal);
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vec3 eyes = vec3(1, 1, 0);
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vec3 normal = normalize(normal_cameraspace);
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vec3 light_dir = normalize(light_direction_cameraspace);
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float cos_theta = clamp(dot(normal, light_dir), 0, 1);
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float ambient_strength = 0.1;
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vec3 ambient = ambient_strength * light_color;
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vec3 eye = normalize(eye_direction_cameraspace);
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vec3 reflected = reflect(-light_dir, normal);
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float cos_alpha = clamp(dot(eye, reflected), 0, 1);
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float diff = max(dot(normal_norm, light_direction_norm), 0.0);
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vec3 diffuse = diff * light_color;
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vec4 light_color = vec4(1, 1, 1, 1);
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float light_power = 60;
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float specular_strength = 0.5;
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vec3 view_direction_norm = normalize(eyes - frag_position);
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vec3 reflect_dir = reflect(-light_direction_norm, normal_norm);
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float spec = pow(max(dot(view_direction_norm, reflect_dir), 0.0), 32);
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vec3 specular = specular_strength * spec * light_color;
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float distance = length(light_pos - position_worldspace);
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float dist_sq = pow(distance, 2);
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vec4 diffuse = material_diffuse_color * light_color * light_power * cos_theta / dist_sq;
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vec4 specular = material_specular_color * light_color * light_power * pow(cos_alpha, 10) / dist_sq;
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frag_color = material_ambient_color + diffuse + specular;
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};
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vec3 result = (ambient + diffuse + specular) * solid_color;
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frag_color = vec4(result, 1.0);
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}
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@@ -8,19 +8,13 @@ uniform mat4 view;
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uniform mat4 projection;
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uniform vec3 light_pos;
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out vec3 normal_cameraspace;
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out vec3 light_direction_cameraspace;
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out vec3 eye_direction_cameraspace;
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out vec3 position_worldspace;
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out vec3 normal;
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out vec3 frag_position;
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void main() {
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vec3 vertex_cameraspace = (view * model * vec4(a_xyz, 1)).xyz;
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vec3 light_pos_cameraspace = (view * vec4(light_pos, 1)).xyz;
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vec4 a_xyz_vec4 = vec4(a_xyz, 1);
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normal_cameraspace = (transpose(inverse(view * model)) * vec4(a_normal, 0)).xyz;
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light_direction_cameraspace = light_pos_cameraspace + eye_direction_cameraspace;
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eye_direction_cameraspace = vec3(0, 0, 0) - vertex_cameraspace;
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position_worldspace = (model * vec4(a_xyz, 1)).xyz;
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gl_Position = projection * view * model * vec4(a_xyz, 1);
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frag_position = (model * a_xyz_vec4).xyz;
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normal = mat3(transpose(inverse(model))) * a_normal;
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gl_Position = projection * view * model * a_xyz_vec4;
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}
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