Implement flashlight
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@@ -1,38 +1,57 @@
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#version 460 core
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out vec4 FragColor;
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in vec3 Normal;
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struct Material {
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//sampler2D diffuse;
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//sampler2D specular;
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float shininess;
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vec3 color;
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};
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struct Light {
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vec3 position;
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vec3 direction;
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float largecutoff;
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float smallcutoff;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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};
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in vec3 FragPos;
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in vec3 Normal;
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uniform vec3 viewPos;
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uniform vec3 lightColor;
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uniform vec3 objectColor;
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uniform Material material;
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uniform Light light;
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void main()
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{
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// ambient
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float ambientStrength = 0.1;
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vec3 ambient = ambientStrength * lightColor;
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vec3 lightDir = normalize(light.position - FragPos);
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vec3 vecDist = viewPos - FragPos;
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vec3 normDist = normalize(vecDist);
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// check if lighting is inside the spotlight cone
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float theta = dot(lightDir, normalize(-light.direction));
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float co = clamp((theta - light.largecutoff) / (light.smallcutoff - light.largecutoff), 0.0, 1.0);
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// diffuse
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vec3 norm = normalize(Normal);
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vec3 lightDir = normDist;
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * lightColor;
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vec3 diffuse = light.diffuse * diff * material.color * co;
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// specular
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float specularStrength = 0.5;
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vec3 viewDir = normDist;
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), 8);
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vec3 specular = specularStrength * spec * lightColor;
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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vec3 specular = light.specular * spec * material.color * co;
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float dist = distance(viewPos, FragPos);
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float att = 1.0 / (1.0 + 0.1*dist + 0.01*dist*dist);
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// attenuation
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float distance = length(light.position - FragPos);
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float atten = 1.0 / (1.0 + 0.1 * distance + 0.01 * (distance * distance));
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vec3 result = (ambient + diffuse + specular) * att * objectColor;
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diffuse *= atten;
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specular *= atten;
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vec3 result = light.ambient + diffuse + specular;
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FragColor = vec4(result, 1.0);
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}
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