Play with lights
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@@ -8,9 +8,12 @@ struct Material {
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struct Light {
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vec3 position;
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vec3 direction;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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float cutoff;
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float outer_cutoff;
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};
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in vec3 vert_normal;
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@@ -27,15 +30,18 @@ void main() {
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float ambient_strength = 0.15;
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float specular_strength = 0.5;
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vec3 normal = normalize(vert_normal);
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vec3 light_direction = normalize(light.position - frag_position);
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vec3 light_direction = normalize(light.position - frag_position);
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float theta = dot(light_direction, normalize(-light.direction));
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float epsilon = light.cutoff - light.outer_cutoff;
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float intensity = clamp((theta - light.outer_cutoff) / epsilon, 0.0, 1.0);
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vec3 view_direction = normalize(camera_position - frag_position);
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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 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 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 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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color = vec4(ambient + diffuse + specular, 1.0);
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};
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