implemented spotlights
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e1ceb4d8ee
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3f9a433549
20
shader.fs
20
shader.fs
@ -14,7 +14,9 @@ struct Material {
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struct Light{
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vec3 position;
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// vec3 direction; // neccessary when using directional lights.
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vec3 direction; // neccessary when using directional lights or spotlights.
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float cutoff;
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float outerCutOff;
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vec3 ambient;
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vec3 diffuse;
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@ -39,6 +41,8 @@ uniform vec3 viewPos;
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void main()
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{
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// ambient lighting calculation
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vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
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@ -56,17 +60,29 @@ void main()
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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vec3 specular = light.specular * spec * vec3( texture(material.specular, TexCoords));
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float theta = dot(lightDir, normalize(-light.direction));
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float epsilon = light.cutoff - light.outerCutOff;
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float intensity = clamp((theta - light.outerCutOff)/ epsilon, 0.0, 1.0);
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diffuse *= intensity;
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specular *= intensity;
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// calculate the attenuation
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float distance = length(light.position - FragPos);
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float attenuation = 1.0/ (light.constant + light.linear * distance + light.quadratic * (distance*distance));
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ambient *= attenuation;
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diffuse *= attenuation;
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specular *= attenuation;
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// Calculate the result;
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vec3 result = ambient + diffuse + specular ;
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FragColor = vec4(result, 1.0);
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@ -258,13 +258,17 @@ while(!glfwWindowShouldClose(window))
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shader.setVec3("light.direction", lightpos);
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shader.setVec3("light.position", camera.Position);
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shader.setVec3("light.direction", camera.Front);
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shader.setFloat("light.cutoff", glm::cos(glm::radians(12.5f)));
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shader.setFloat("light.outerCutOff", glm::cos(glm::radians(17.5f)));
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shader.setVec3("light.ambient", glm::vec3(0.2f, 0.2f, 0.2f));
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shader.setVec3("light.diffuse", glm::vec3(0.5f, 0.5f, 0.5f));
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shader.setVec3("light.specular", glm::vec3(1.0f, 1.0f, 1.0f));
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shader.setFloat("light.constant", 1.0f);
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shader.setFloat("light.linear", 0.09f);
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shader.setFloat("light.quadratic", 0.032f);
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