feat: added phong and basic shaders, updated mesh format
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35
assets/shaders/phong-solid.fragment.glsl
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35
assets/shaders/phong-solid.fragment.glsl
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#version 330 core
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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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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 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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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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vec4 light_color = vec4(1, 1, 1, 1);
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float light_power = 60;
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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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