im nauseous

This commit is contained in:
2026-07-11 16:44:48 -04:00
parent 0117bcfc3a
commit c651c6f10b
57 changed files with 23922 additions and 0 deletions
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#version 330 core
out vec4 FragColor;
in vec3 normal;
in vec2 texCoord;
in vec3 FragPos;
in vec4 fragposlightspace;
struct Material {
vec3 ambient;
vec3 diffuse;
vec3 specular;
float shininess;
};
struct PointLight {
vec3 position;
float constant;
float linear;
float quadratic;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
struct DirLight {
vec3 direction;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform DirLight dirLight;
uniform vec3 viewPos;
uniform sampler2DShadow shadowMap;
uniform sampler2D tex;
float ShadowCalculation(vec4 fragposlightspace)
{
// perform perspective divide
vec3 projCoords = fragposlightspace.xyz / fragposlightspace.w;
projCoords = projCoords * 0.5 + 0.5;
if(projCoords.z > 1.0)
return 0.0;
float currentDepth = projCoords.z;
float bias = 0.01;
float shadow = 0.0;
return texture(shadowMap, vec3(projCoords.xy,projCoords.z));
}
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
{
vec3 lightDir = normalize(-light.direction);
// diffuse shading
float diff = max(dot(normal, lightDir), 0.0);
// specular shading
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32.0f);
// combine results
vec3 ambient = light.ambient;
vec3 diffuse = light.diffuse * diff;
vec3 specular = light.specular * spec;
return ambient + (diffuse + specular) * (ShadowCalculation(fragposlightspace));
}
void main()
{
float gamma = 2.2;
vec4 lightless = texture(tex, texCoord);
lightless = texture(tex, texCoord);
if (lightless.a < 0.1) {
discard;
}
vec3 norm = normalize(normal);
vec3 viewDir = normalize(viewPos - FragPos);
vec4 pregamma = (lightless) * vec4(CalcDirLight(dirLight,norm,viewDir),1.0f) * vec4(vec3(1.0f-1.0f/gl_FragCoord[3]/ 200.0f), 1.0f);
FragColor = pregamma;
//FragColor = vec4(1.0f,1.0f,1.0f,1.0f);
}