Basic alpha blending works but I have no z ordering yet.
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parent
128f522089
commit
11b7f4a3ed
14 changed files with 272 additions and 30 deletions
1
19-blending/assets/grass.bbmodel
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1
19-blending/assets/grass.bbmodel
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19-blending/assets/grass.glb
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19-blending/assets/grass.glb
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19-blending/assets/grass.png
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19-blending/assets/grass.png
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After Width: | Height: | Size: 195 KiB |
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19-blending/assets/grass_bb.glb
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19-blending/assets/grass_bb.glb
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@ -1,12 +1,12 @@
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{
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"scene": {
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"shader": {
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"vertex_path": "shaders/18-vert.glsl",
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"frag_path": "shaders/18-frag.glsl"
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"vertex_path": "shaders/19-vert.glsl",
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"frag_path": "shaders/19-frag.glsl"
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},
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"light_shader": {
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"vertex_path": "shaders/18-vert.glsl",
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"frag_path": "shaders/18-lightsource.frag.glsl"
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"vertex_path": "shaders/19-vert.glsl",
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"frag_path": "shaders/19-lightsource.frag.glsl"
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},
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"materials": {
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"default": {
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@ -30,12 +30,29 @@
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"metal_floor": {
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"directory": "assets",
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"model_path": "metal_floor.glb"
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},
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"grass": {
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"directory": "assets",
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"model_path": "grass.glb"
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}
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},
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"things": [
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{"model": "marble_cube", "position": [-1.0, 0.0, -1.0], "material": "default"},
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{"model": "marble_cube", "position": [2.0, 0.0, 0.0], "material": "default"},
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{"model": "metal_floor", "position": [0.0, 0.0, 0.0], "material": "shiny"}
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{"model": "marble_cube", "position": [-1.0, 0.0, -1.0],
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"rotation": {"angle": 0.0, "axes": [1.0, 1.0, 1.0]},
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"scale": 1.0,
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"material": "default"},
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{"model": "marble_cube", "position": [2.0, 0.0, 0.0],
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"rotation": {"angle": 0.0, "axes": [1.0, 1.0, 1.0]},
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"scale": 1.0,
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"material": "default"},
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{"model": "metal_floor", "position": [0.0, 0.0, 0.0],
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"rotation": {"angle": 0.0, "axes": [1.0, 1.0, 1.0]},
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"scale": 1.0,
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"material": "shiny"},
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{"model": "grass", "position": [0.5, 0.13, 0.0],
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"rotation": {"angle": 90.0, "axes": [1.0,0.0,0.0]},
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"scale": 1.0,
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"material": "default"}
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],
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"camera": {
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"position": [0.0, 0.1, 3.0],
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168
19-blending/shaders/19-frag.glsl
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168
19-blending/shaders/19-frag.glsl
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@ -0,0 +1,168 @@
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#version 330 core
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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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};
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out vec4 FragColor;
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in vec3 FragPos;
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in vec3 Normal;
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in vec2 TexCoords;
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uniform vec3 viewPos;
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uniform Material material;
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struct DirLight {
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vec3 direction;
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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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struct PointLight {
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vec3 position;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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float constant;
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float linear;
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float quadratic;
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};
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struct SpotLight {
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vec3 direction;
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vec3 position;
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vec3 diffuse;
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vec3 specular;
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vec3 ambient;
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float constant;
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float linear;
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float quadratic;
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float cut_off;
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float outer_cut_off;
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};
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#define MAX_LIGHTS 4
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uniform int pointLightCount = 0;
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uniform PointLight pointLights[MAX_LIGHTS];
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uniform int dirLightCount = 0;
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uniform DirLight dirLights[MAX_LIGHTS];
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uniform int spotLightCount = 0;
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uniform SpotLight spotLights[MAX_LIGHTS];
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float near = 0.1;
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float far = 100.0;
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vec4 CalcDirLight(vec4 mat_tex, vec4 spec_tex, DirLight light, vec3 normal, vec3 viewDir)
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{
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vec3 lightDir = normalize(-light.direction);
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// diffuse shading
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float diff = max(dot(normal, lightDir), 0.0);
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// specular shading
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vec3 reflectDir = reflect(-lightDir, normal);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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vec4 ambient = vec4(light.ambient, 1.0) * mat_tex;
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vec4 diffuse = vec4(light.diffuse, 1.0) * diff * mat_tex;
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vec4 specular = vec4(light.specular, 1.0) * spec * spec_tex;
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return ambient + diffuse + specular;
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}
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vec4 CalcPointLight(vec4 mat_tex, vec4 spec_tex, PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
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{
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vec3 lightDir = normalize(light.position - fragPos);
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// diffuse shading
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float diff = max(dot(normal, lightDir), 0.0);
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// specular shading
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vec3 reflectDir = reflect(-lightDir, normal);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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// attenuation
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float distance = length(light.position - fragPos);
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float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
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vec4 ambient = vec4(light.ambient, 1.0) * mat_tex;
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vec4 diffuse = vec4(light.diffuse, 1.0) * diff * mat_tex;
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vec4 specular = vec4(light.specular, 1.0) * spec * spec_tex;
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ambient *= attenuation;
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diffuse *= attenuation;
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specular *= attenuation;
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return ambient + diffuse + specular;
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}
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vec4 CalcSpotLight(vec4 mat_tex, vec4 spec_tex, SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
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{
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vec3 lightDir = normalize(light.position - fragPos);
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// diffuse shading
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float diff = max(dot(normal, lightDir), 0.0);
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// specular shading
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vec3 reflectDir = reflect(-lightDir, normal);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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// attenuation
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float distance = length(light.position - fragPos);
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float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
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vec4 ambient = vec4(light.ambient, 1.0) * mat_tex;
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vec4 diffuse = vec4(light.diffuse, 1.0) * diff * mat_tex;
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vec4 specular = vec4(light.specular, 1.0) * spec * spec_tex;
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float theta = dot(lightDir, normalize(-light.direction));
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float epsilon = light.cut_off - light.outer_cut_off;
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float intensity = clamp((theta - light.outer_cut_off) / epsilon, 0.0, 1.0);
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diffuse *= intensity;
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specular *= intensity;
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ambient *= attenuation;
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diffuse *= attenuation;
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specular *= attenuation;
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return ambient + diffuse + specular;
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}
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float LinearizeDepth(float depth)
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{
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float ndc = depth * 2.0 - 1.0;
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return (2.0 * near * far) / (far + near - ndc * (far - near));
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}
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void main()
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{
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vec4 mat_tex = texture(material.diffuse, TexCoords);
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vec4 spec_tex = texture(material.specular, TexCoords);
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vec3 norm = normalize(Normal);
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vec3 viewDir = normalize(viewPos - FragPos);
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// kick it off with the first dirlight
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vec4 result = CalcDirLight(mat_tex, spec_tex, dirLights[0], norm, viewDir);
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// then augment with more (off by one)
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for(int i = 1; i < dirLightCount; i++) {
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result += CalcDirLight(mat_tex, spec_tex, dirLights[i], norm, viewDir);
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}
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for(int i = 0; i < pointLightCount; i++) {
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result += CalcPointLight(mat_tex, spec_tex, pointLights[i], norm, FragPos, viewDir);
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}
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for(int i = 0; i < spotLightCount; i++) {
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result += CalcSpotLight(mat_tex, spec_tex, spotLights[i], norm, FragPos, viewDir);
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}
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FragColor = result;
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}
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9
19-blending/shaders/19-lightsource.frag.glsl
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9
19-blending/shaders/19-lightsource.frag.glsl
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@ -0,0 +1,9 @@
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#version 330 core
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out vec4 FragColor;
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uniform vec3 diffuse;
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void main()
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{
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FragColor = vec4(diffuse, 1.0); // set all 4 vector values to 1.0
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}
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20
19-blending/shaders/19-vert.glsl
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19-blending/shaders/19-vert.glsl
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@ -0,0 +1,20 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTexCoords;
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out vec3 FragPos;
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out vec3 Normal;
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out vec2 TexCoords;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main()
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{
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gl_Position = projection * view * model * vec4(aPos, 1.0f);
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FragPos = vec3(model * vec4(aPos, 1.0));
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Normal = mat3(transpose(inverse(model))) * aNormal;
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TexCoords = aTexCoords;
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}
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@ -75,14 +75,22 @@ namespace components {
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ENROLL_COMPONENT(Model, directory, model_path);
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using Position = glm::vec3;
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struct Rotation {
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float angle = 0;
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glm::vec3 axes{1.0f, 0.0f, 0.0f};
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};
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ENROLL_COMPONENT(Rotation, angle, axes);
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struct Thing {
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std::string model;
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Position position;
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std::string material;
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Position position;
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Rotation rotation;
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float scale;
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};
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ENROLL_COMPONENT(Thing, model, position, material);
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ENROLL_COMPONENT(Thing, model, material, position, rotation, scale);
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struct Shader {
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std::string vertex_path;
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@ -66,24 +66,33 @@ void process_input(GLFWwindow *window, Scene& scene) {
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}
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if(glfwGetKey(window, GLFW_KEY_M) == GLFW_PRESS) {
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scene.spawn("marble_cube", scene.camera.position);
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components::Rotation rotation{90.0f, {1.0f, 0.0f, 0.0f}};
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scene.spawn("grass", scene.camera.position, rotation);
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}
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if(glfwGetKey(window, GLFW_KEY_L) == GLFW_PRESS) {
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for(auto& light : scene.light.directional) {
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light.adjust(-0.01f);
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}
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scene.shader.apply_lighting(scene.light);
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}
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if(glfwGetKey(window, GLFW_KEY_P) == GLFW_PRESS) {
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for(auto& light : scene.light.directional) {
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light.adjust(0.01f);
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}
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scene.shader.apply_lighting(scene.light);
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}
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}
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Scene setup() {
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthFunc(GL_LESS);
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components::Scene config = utils::load_scene_config("config.json");
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@ -31,6 +31,8 @@ unsigned int image_to_texture(unsigned char *data, int width, int height, int nr
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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camera.update(deltaTime);
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}
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void Scene::draw_model(Shader& with_shader, Model& scene_model, Material& material, glm::vec3& position, float scale)
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void Scene::draw_thing(Shader& with_shader, Thing& thing)
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{
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with_shader.apply_material(material);
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with_shader.apply_material(thing.material);
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::translate(model, position);
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model = glm::scale(model, glm::vec3(scale, scale, scale));
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model = glm::translate(model, thing.position);
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model = glm::rotate(model, glm::radians(thing.rotation.angle), thing.rotation.axes);
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model = glm::scale(model, glm::vec3(thing.scale));
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with_shader.setMat4("model", model);
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scene_model.draw(with_shader);
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thing.model.draw(with_shader);
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}
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void Scene::render(GLFWwindow* window) {
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@ -47,7 +48,7 @@ void Scene::render(GLFWwindow* window) {
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}
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for(auto& thing : things) {
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draw_model(shader, thing.model, thing.material, thing.position);
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draw_thing(shader, thing);
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}
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}
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@ -55,13 +56,15 @@ void Scene::cleanup() {
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shader.cleanup();
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}
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void Scene::spawn(const std::string& name, components::Position& position) {
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void Scene::spawn(const std::string& name, components::Position& position, components::Rotation& rotation) {
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if(models.contains(name)) {
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things.emplace_back(
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name,
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models.at(name),
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position,
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materials.at("default"));
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name,
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models.at(name),
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materials.at("default"),
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position,
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rotation,
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1.0f);
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} else {
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dbc::log($F("No model named: {}", name));
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}
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struct Thing {
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std::string name;
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Model& model;
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components::Position position;
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Material& material;
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components::Position position;
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components::Rotation rotation;
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float scale;
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};
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struct Scene {
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@ -54,8 +56,10 @@ struct Scene {
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things.emplace_back(
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thing.model,
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models.at(thing.model),
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materials.at(thing.material),
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thing.position,
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materials.at(thing.material));
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thing.rotation,
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thing.scale);
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}
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shader.use();
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@ -63,8 +67,8 @@ struct Scene {
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}
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void update();
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void draw_model(Shader& with_shader, Model& scene_model, Material& material, glm::vec3& position, float scale=1.0f);
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void draw_thing(Shader& with_shader, Thing& thing);
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void render(GLFWwindow* window);
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void cleanup();
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void spawn(const std::string& name, components::Position& position);
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void spawn(const std::string& name, components::Position& position, components::Rotation& rotation);
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};
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"directory": "assets",
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"model_path": "create.obj"
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},
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"thing_test": {
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"model": "crate",
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"position": [0.0, 0.0, 0.0],
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"material": "crate"
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},
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"thing_test":
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{"model": "grass", "position": [2.5, 0.0, 0.0],
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"rotation": {"angle": 90.0, "axes": [0.0,1.0,0.0,0.0]},
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"scale": 1.0,
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"material": "default"
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},
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"shader_test": {
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"vertex_path": "shaders/16-vert.glsl",
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"frag_path": "shaders/16-frag.glsl"
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