Update deferred_shading.fs for GLES3
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@ -1,12 +1,11 @@
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#version 100
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#version 300 es
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precision highp float;
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precision mediump float;
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out vec4 finalColor;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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in vec2 texCoord;
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// Input uniform values
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uniform sampler2D gPosition;
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uniform sampler2D gNormal;
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uniform sampler2D gAlbedoSpec;
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@ -26,34 +25,32 @@ uniform vec3 viewPosition;
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const float QUADRATIC = 0.032;
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const float LINEAR = 0.09;
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void main()
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{
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vec3 fragPosition = texture2D(gPosition, fragTexCoord).rgb;
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vec3 normal = texture2D(gNormal, fragTexCoord).rgb;
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vec3 albedo = texture2D(gAlbedoSpec, fragTexCoord).rgb;
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float specular = texture2D(gAlbedoSpec, fragTexCoord).a;
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void main() {
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vec3 fragPosition = texture(gPosition, texCoord).rgb;
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vec3 normal = texture(gNormal, texCoord).rgb;
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vec3 albedo = texture(gAlbedoSpec, texCoord).rgb;
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float specular = texture(gAlbedoSpec, texCoord).a;
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vec3 ambient = albedo*vec3(0.1);
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vec3 ambient = albedo * vec3(0.1f);
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vec3 viewDirection = normalize(viewPosition - fragPosition);
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for (int i = 0; i < NR_LIGHTS; ++i)
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for(int i = 0; i < NR_LIGHTS; ++i)
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{
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if(lights[i].enabled == 0) continue;
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vec3 lightDirection = lights[i].position - fragPosition;
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vec3 diffuse = max(dot(normal, lightDirection), 0.0)*albedo*lights[i].color.xyz;
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vec3 diffuse = max(dot(normal, lightDirection), 0.0) * albedo * lights[i].color.xyz;
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vec3 halfwayDirection = normalize(lightDirection + viewDirection);
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float spec = pow(max(dot(normal, halfwayDirection), 0.0), 32.0);
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vec3 specular = specular*spec*lights[i].color.xyz;
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vec3 specular = specular * spec * lights[i].color.xyz;
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// Attenuation
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float distance = length(lights[i].position - fragPosition);
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float attenuation = 1.0/(1.0 + LINEAR * distance + QUADRATIC*distance*distance);
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float attenuation = 1.0 / (1.0 + LINEAR * distance + QUADRATIC * distance * distance);
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diffuse *= attenuation;
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specular *= attenuation;
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ambient += diffuse + specular;
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}
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gl_FragColor = vec4(ambient, 1.0);
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finalColor = vec4(ambient, 1.0);
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}
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