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#version 150 core
uniform mat4 viewMatrix;
uniform vec3 lightPosition;
uniform vec3 lightIntensity;
uniform vec3 ka; // Ambient reflectivity
uniform vec3 ks; // Specular reflectivity
uniform float shininess; // Specular shininess factor
uniform float opacity; // Alpha channel
uniform sampler2D diffuseTexture;
uniform sampler2D normalTexture;
in vec3 lightDir;
in vec3 viewDir;
in vec2 texCoord;
out vec4 fragColor;
void dbModel(const in vec3 norm, const in vec2 flipYTexCoord, out vec3 ambientAndDiff, out vec3 spec)
{
// Reflection of light direction about normal
vec3 r = reflect(-lightDir, norm);
vec3 diffuseColor = texture(diffuseTexture, flipYTexCoord).rgb;
// Calculate the ambient contribution
vec3 ambient = lightIntensity * ka * diffuseColor;
// Calculate the diffuse contribution
float sDotN = max(dot(lightDir, norm), 0.0);
vec3 diffuse = lightIntensity * diffuseColor * sDotN;
// Sum the ambient and diffuse contributions
ambientAndDiff = ambient + diffuse;
// Calculate the specular highlight contribution
spec = vec3(0.0);
if (sDotN > 0.0)
spec = (lightIntensity * ks) * pow(max(dot(r, viewDir), 0.0), shininess);
}
void main()
{
vec2 flipYTexCoord = texCoord;
flipYTexCoord.y = 1.0 - texCoord.y;
// Sample the textures at the interpolated texCoords
vec4 normal = 2.0 * texture(normalTexture, flipYTexCoord) - vec4(1.0);
vec3 result = lightIntensity * ka * texture(diffuseTexture, flipYTexCoord).rgb;
// Calculate the lighting model, keeping the specular component separate
vec3 ambientAndDiff, spec;
dbModel(normalize(normal.xyz), flipYTexCoord, ambientAndDiff, spec);
result = ambientAndDiff + spec;
// Combine spec with ambient+diffuse for final fragment color
fragColor = vec4(result, opacity);
}