Light: Factorize some code.
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@ -15,10 +15,13 @@ out vec4 Specular;
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void main() {
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vec2 texc = uv;
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float z = texture(ntex, texc).a;
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vec3 norm = texture(ntex, texc).xyz;
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norm = (norm - 0.5) * 2.0;
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vec4 xpos = 2.0 * vec4(texc, z, 1.0) - 1.0f;
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xpos = invproj * xpos;
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xpos /= xpos.w;
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vec3 eyedir = normalize(xpos.xyz);
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vec3 diffuse = vec3(0.), specular = vec3(0.);
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@ -31,9 +34,6 @@ void main() {
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float att = energy[i] * 200. / (4. * 3.14 * d * d);
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float spec_att = (energy[i] + 10.) * 200. / (4. * 3.14 * d * d);
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vec3 norm = texture(ntex, texc).xyz;
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norm = (norm - 0.5) * 2.0;
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// Light Direction
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vec3 L = normalize(xpos.xyz - light_pos);
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@ -41,7 +41,7 @@ void main() {
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diffuse += NdotL * light_col * att;
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// Reflected light dir
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vec3 R = reflect(-L, norm);
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float RdotE = max(0.0, dot(R, normalize(xpos.xyz)));
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float RdotE = max(0.0, dot(R, eyedir));
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float Specular = pow(RdotE, spec);
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specular += Specular * light_col * spec_att;
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}
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