Implement model loading with assimp
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@@ -3,8 +3,8 @@
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#define POINT_LIGHT_COUNT 4
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struct Material {
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sampler2D diffuse;
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sampler2D specular;
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sampler2D diffuse1;
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sampler2D specular1;
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float shininess;
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};
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@@ -70,11 +70,11 @@ vec3 calc_dir_light(DirLight light, vec3 normal, vec3 view_direction) {
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vec3 light_direction = normalize(-light.direction);
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vec3 reflect_direction = reflect(-light_direction, normal);
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float diff = max(dot(normal, light_direction), 0.0);
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vec3 diff_tex = vec3(texture(material.diffuse, uv_coords));
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vec3 diff_tex = vec3(texture(material.diffuse1, uv_coords));
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float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess);
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vec3 ambient = light.ambient * diff_tex;
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vec3 diffuse = light.diffuse * (diff * diff_tex);
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vec3 specular = light.specular * (spec * vec3(texture(material.specular, uv_coords)));
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vec3 specular = light.specular * (spec * vec3(texture(material.specular1, uv_coords)));
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return ambient + diffuse + specular;
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}
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@@ -85,11 +85,11 @@ vec3 calc_point_light(PointLight light, vec3 normal, vec3 frag_position, vec3 vi
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float distance = length(light.position - frag_position);
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float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
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float diff = max(dot(normal, light_direction), 0.0);
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vec3 diff_tex = vec3(texture(material.diffuse, uv_coords));
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vec3 diff_tex = vec3(texture(material.diffuse1, uv_coords));
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float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess);
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vec3 ambient = light.ambient * diff_tex * attenuation;
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vec3 diffuse = light.diffuse * (diff * diff_tex) * attenuation;
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vec3 specular = light.specular * (spec * vec3(texture(material.specular, uv_coords))) * attenuation;
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vec3 specular = light.specular * (spec * vec3(texture(material.specular1, uv_coords))) * attenuation;
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return ambient + diffuse + specular;
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}
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@@ -102,10 +102,10 @@ vec3 calc_spot_light(SpotLight light, vec3 normal, vec3 frag_position, vec3 view
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float intensity = clamp((theta - light.outer_cutoff) / epsilon, 0.0, 1.0);
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float diff = max(dot(normal, light_direction), 0.0);
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float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess);
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vec3 diff_tex = vec3(texture(material.diffuse, uv_coords));
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vec3 diff_tex = vec3(texture(material.diffuse1, uv_coords));
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vec3 ambient = light.ambient * diff_tex;
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vec3 diffuse = light.diffuse * (diff * diff_tex) * intensity;
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vec3 specular = light.specular * (spec * vec3(texture(material.specular, uv_coords))) * intensity;
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vec3 specular = light.specular * (spec * vec3(texture(material.specular1, uv_coords))) * intensity;
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return ambient + diffuse + specular;
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}
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