Basic alpha blending works but I have no z ordering yet.
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14 changed files with 272 additions and 30 deletions
168
19-blending/shaders/19-frag.glsl
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168
19-blending/shaders/19-frag.glsl
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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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#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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#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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