Use Blinn Phong model.
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@ -14,36 +14,34 @@ out vec4 Specular;
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vec3 DecodeNormal(vec2 n);
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vec3 DecodeNormal(vec2 n);
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void main() {
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void main()
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vec2 texc = gl_FragCoord.xy / screen;
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{
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float z = texture(dtex, texc).x;
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vec2 texc = gl_FragCoord.xy / screen;
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vec3 norm = normalize(DecodeNormal(2. * texture(ntex, texc).xy - 1.));
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float z = texture(dtex, texc).x;
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vec3 norm = normalize(DecodeNormal(2. * texture(ntex, texc).xy - 1.));
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//float roughness = texture(ntex, texc).z;
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vec4 xpos = 2.0 * vec4(texc, z, 1.0) - 1.0f;
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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 = invproj * xpos;
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xpos /= xpos.w;
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xpos /= xpos.w;
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vec3 eyedir = normalize(xpos.xyz);
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vec3 eyedir = -normalize(xpos.xyz);
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vec3 diffuse = vec3(0.), specular = vec3(0.);
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vec4 pseudocenter = ViewMatrix * vec4(center.xyz, 1.0);
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pseudocenter /= pseudocenter.w;
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vec3 light_pos = pseudocenter.xyz;
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vec3 light_col = col.xyz;
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float d = distance(light_pos, xpos.xyz);
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float att = energy * 200. / (4. * 3.14 * d * d);
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float spec_att = (energy + 10.) * 200. / (4. * 3.14 * d * d);
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vec4 pseudocenter = ViewMatrix * vec4(center.xyz, 1.0);
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// Light Direction
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pseudocenter /= pseudocenter.w;
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vec3 L = -normalize(xpos.xyz - light_pos);
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vec3 light_pos = pseudocenter.xyz;
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// Half Light View direction
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vec3 light_col = col.xyz;
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vec3 H = normalize(eyedir + L);
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float d = distance(light_pos, xpos.xyz);
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float att = energy * 200. / (4. * 3.14 * d * d);
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float spec_att = (energy + 10.) * 200. / (4. * 3.14 * d * d);
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// Light Direction
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float NdotL = max(0., dot(norm, L));
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vec3 L = normalize(xpos.xyz - light_pos);
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float NdotH = max(0., dot(norm, H));
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float NdotL = max(0.0, dot(norm, -L));
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Diffuse = vec4(NdotL * light_col * att, 1.);
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diffuse += NdotL * light_col * att;
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Specular = vec4(pow(NdotH, spec) * light_col * NdotL * spec_att, 1.);
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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, eyedir));
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specular += pow(RdotE, spec) * light_col * spec_att;
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Diffuse = vec4(diffuse, 1.);
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Specular = vec4(specular , 1.);
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}
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}
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@ -36,14 +36,17 @@ void main() {
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}
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}
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vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
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vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
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vec3 eyedir = -normalize(xpos.xyz);
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// Normalized on the cpu
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// Normalized on the cpu
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vec3 L = direction;
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vec3 L = direction;
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// Half Light View direction
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vec3 H = normalize(eyedir + L);
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float NdotL = max(0.0, dot(norm, L));
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float NdotL = max(0., dot(norm, L));
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vec3 R = reflect(L, norm);
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float NdotH = max(0., dot(norm, H));
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float RdotE = max(0.0, dot(R, normalize(xpos.xyz)));
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float Specular = pow(RdotE, 200);
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float Specular = pow(NdotH, 200) * NdotL;
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vec3 outcol = NdotL * col;
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vec3 outcol = NdotL * col;
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@ -64,14 +64,17 @@ void main() {
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xpos.xyz /= xpos.w;
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xpos.xyz /= xpos.w;
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vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
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vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
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vec3 eyedir = -normalize(xpos.xyz);
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// Normalized on the cpu
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// Normalized on the cpu
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vec3 L = direction;
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vec3 L = direction;
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// Half Light View direction
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vec3 H = normalize(eyedir + L);
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float NdotL = max(0.0, dot(norm, L));
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float NdotL = max(0., dot(norm, L));
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vec3 R = reflect(L, norm);
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float NdotH = max(0., dot(norm, H));
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float RdotE = max(0.0, dot(R, normalize(xpos.xyz)));
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float Specular = pow(RdotE, 200);
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float Specular = pow(NdotH, 200) * NdotL;
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vec3 outcol = NdotL * col;
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vec3 outcol = NdotL * col;
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