Update shaders to use interface blocks
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21b8cc56f3
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@ -35,11 +35,11 @@ struct SpotLight {
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float outer_cutoff;
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float outer_cutoff;
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};
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};
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in vec3 vert_normal;
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in VS_OUT {
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in vec3 frag_position;
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vec3 vert_normal;
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in vec2 uv_coords;
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vec3 frag_position;
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vec2 uv_coords;
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out vec4 color;
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} fs_in;
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uniform Material material;
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uniform Material material;
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uniform DirLight directional_light;
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uniform DirLight directional_light;
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@ -51,17 +51,19 @@ vec3 calc_dir_light(DirLight light, vec3 normal, vec3 view_direction);
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vec3 calc_point_light(PointLight light, vec3 normal, vec3 frag_position, vec3 view_direction);
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vec3 calc_point_light(PointLight light, vec3 normal, vec3 frag_position, vec3 view_direction);
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vec3 calc_spot_light(SpotLight light, vec3 normal, vec3 frag_position, vec3 view_direction);
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vec3 calc_spot_light(SpotLight light, vec3 normal, vec3 frag_position, vec3 view_direction);
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out vec4 color;
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void main() {
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void main() {
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vec3 normal = normalize(vert_normal);
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vec3 normal = normalize(fs_in.vert_normal);
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vec3 view_direction = normalize(frag_position - camera_position);
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vec3 view_direction = normalize(fs_in.frag_position - camera_position);
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vec3 result = calc_dir_light(directional_light, normal, view_direction);
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vec3 result = calc_dir_light(directional_light, normal, view_direction);
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for (int i = 0; i < POINT_LIGHT_COUNT; ++i) {
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for (int i = 0; i < POINT_LIGHT_COUNT; ++i) {
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result += calc_point_light(point_lights[i], normal, frag_position, view_direction);
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result += calc_point_light(point_lights[i], normal, fs_in.frag_position, view_direction);
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}
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}
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result += calc_spot_light(spot_light, normal, frag_position, view_direction);
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result += calc_spot_light(spot_light, normal, fs_in.frag_position, view_direction);
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color = vec4(result, 1.0);
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color = vec4(result, 1.0);
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};
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};
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@ -70,11 +72,11 @@ 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 light_direction = normalize(-light.direction);
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vec3 reflect_direction = reflect(-light_direction, normal);
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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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float diff = max(dot(normal, light_direction), 0.0);
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vec3 diff_tex = vec3(texture(material.diffuse1, uv_coords));
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vec3 diff_tex = vec3(texture(material.diffuse1, fs_in.uv_coords));
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float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess);
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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 ambient = light.ambient * diff_tex;
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vec3 diffuse = light.diffuse * (diff * 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.specular1, uv_coords)));
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vec3 specular = light.specular * (spec * vec3(texture(material.specular1, fs_in.uv_coords)));
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return ambient + diffuse + specular;
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return ambient + diffuse + specular;
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}
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}
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@ -85,11 +87,11 @@ 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 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 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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float diff = max(dot(normal, light_direction), 0.0);
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vec3 diff_tex = vec3(texture(material.diffuse1, uv_coords));
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vec3 diff_tex = vec3(texture(material.diffuse1, fs_in.uv_coords));
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float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess);
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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 ambient = light.ambient * diff_tex * attenuation;
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vec3 diffuse = light.diffuse * (diff * 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.specular1, uv_coords))) * attenuation;
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vec3 specular = light.specular * (spec * vec3(texture(material.specular1, fs_in.uv_coords))) * attenuation;
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return ambient + diffuse + specular;
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return ambient + diffuse + specular;
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}
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}
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@ -102,10 +104,10 @@ 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 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 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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float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess);
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vec3 diff_tex = vec3(texture(material.diffuse1, uv_coords));
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vec3 diff_tex = vec3(texture(material.diffuse1, fs_in.uv_coords));
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vec3 ambient = light.ambient * diff_tex;
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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 diffuse = light.diffuse * (diff * diff_tex) * intensity;
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vec3 specular = light.specular * (spec * vec3(texture(material.specular1, uv_coords))) * intensity;
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vec3 specular = light.specular * (spec * vec3(texture(material.specular1, fs_in.uv_coords))) * intensity;
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return ambient + diffuse + specular;
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return ambient + diffuse + specular;
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}
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}
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@ -9,7 +9,6 @@ struct Material {
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in vec2 uv_coords;
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in vec2 uv_coords;
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uniform Material material;
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uniform Material material;
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// uniform sampler2D image_texture;
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out vec4 color;
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out vec4 color;
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@ -1,7 +1,10 @@
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#version 330 core
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#version 330 core
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in vec3 vert_normal;
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in VS_OUT {
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in vec3 frag_position;
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vec3 vert_normal;
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vec3 frag_position;
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vec2 uv_coords;
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} fs_in;
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uniform vec3 camera_position;
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uniform vec3 camera_position;
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uniform samplerCube cubemap;
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uniform samplerCube cubemap;
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@ -9,8 +12,8 @@ uniform samplerCube cubemap;
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out vec4 color;
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out vec4 color;
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void main() {
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void main() {
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vec3 view_direction = normalize(frag_position - camera_position);
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vec3 view_direction = normalize(fs_in.frag_position - camera_position);
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vec3 reflect_direction = reflect(view_direction, normalize(vert_normal));
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vec3 reflect_direction = reflect(view_direction, normalize(fs_in.vert_normal));
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color = vec4(texture(cubemap, reflect_direction).rgb, 1.0);
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color = vec4(texture(cubemap, reflect_direction).rgb, 1.0);
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}
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}
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@ -3,8 +3,11 @@
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#define AIR_IOR 1.0
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#define AIR_IOR 1.0
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#define GLASS_IOR 1.52
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#define GLASS_IOR 1.52
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in vec3 vert_normal;
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in VS_OUT {
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in vec3 frag_position;
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vec3 vert_normal;
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vec3 frag_position;
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vec2 uv_coords;
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} fs_in;
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uniform vec3 camera_position;
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uniform vec3 camera_position;
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uniform samplerCube cubemap;
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uniform samplerCube cubemap;
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@ -12,8 +15,8 @@ uniform samplerCube cubemap;
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out vec4 color;
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out vec4 color;
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void main() {
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void main() {
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vec3 view_direction = normalize(frag_position - camera_position);
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vec3 view_direction = normalize(fs_in.frag_position - camera_position);
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vec3 refract_direction = refract(view_direction, normalize(vert_normal), AIR_IOR / GLASS_IOR);
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vec3 refract_direction = refract(view_direction, normalize(fs_in.vert_normal), AIR_IOR / GLASS_IOR);
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color = vec4(texture(cubemap, refract_direction).rgb, 1.0);
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color = vec4(texture(cubemap, refract_direction).rgb, 1.0);
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}
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}
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@ -4,18 +4,22 @@ layout(location=0) in vec3 position;
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layout(location=1) in vec3 normal;
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layout(location=1) in vec3 normal;
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layout(location=2) in vec2 uv;
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layout(location=2) in vec2 uv;
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out vec3 vert_normal;
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out vec3 frag_position;
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out vec2 uv_coords;
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uniform mat3 normal_mat;
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uniform mat3 normal_mat;
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uniform mat4 model;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 view;
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uniform mat4 projection;
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uniform mat4 projection;
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// interface block
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out VS_OUT {
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vec3 vert_normal;
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vec3 frag_position;
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vec2 uv_coords;
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} vs_out;
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void main() {
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void main() {
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vert_normal = normal_mat * normal;
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vs_out.frag_position = vec3(model * vec4(position, 1.0));
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frag_position = vec3(model * vec4(position, 1.0));
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vs_out.vert_normal = normal_mat * normal;
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uv_coords = uv;
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vs_out.uv_coords = uv;
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gl_Position = projection * view * model * vec4(position, 1.0);
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gl_Position = projection * view * model * vec4(position, 1.0);
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};
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};
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14
src/main.cc
14
src/main.cc
@ -274,13 +274,13 @@ int main() {
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Shader refractive_shader {"shaders/vert.glsl", "shaders/refractive_frag.glsl"};
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Shader refractive_shader {"shaders/vert.glsl", "shaders/refractive_frag.glsl"};
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Shader post_processing {"shaders/pp_vert.glsl", "shaders/pp_frag.glsl"};
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Shader post_processing {"shaders/pp_vert.glsl", "shaders/pp_frag.glsl"};
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const float camera_speed = 25.0f;
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const float camera_speed = 25.0f;
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glm::vec3 camera_position = glm::vec3(-2.5f, 0.0f, 8.0f);
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glm::vec3 camera_position = glm::vec3(-2.5f, 0.0f, 8.0f);
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glm::vec3 camera_forward = glm::vec3(0.0f);
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glm::vec3 camera_forward = glm::vec3(0.0f);
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glm::vec3 world_up = glm::vec3(0.0f, 1.0f, 0.0f);
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glm::vec3 world_up = glm::vec3(0.0f, 1.0f, 0.0f);
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glm::vec3 light_ambient = glm::vec3(0.2f, 0.2f, 0.2f);
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glm::vec3 light_ambient = glm::vec3(0.2f, 0.2f, 0.2f);
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glm::vec3 light_diffuse = glm::vec3(0.75f, 0.75f, 0.75f);
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glm::vec3 light_diffuse = glm::vec3(0.75f, 0.75f, 0.75f);
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glm::vec3 light_specular = glm::vec3(1.0f, 1.0f, 1.0f);
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glm::vec3 light_specular = glm::vec3(1.0f, 1.0f, 1.0f);
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float yaw = -75.0f;
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float yaw = -75.0f;
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float pitch = 0.0f;
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float pitch = 0.0f;
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