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struct Material
{
vec4 diffuse,ambient,emissive,specular;
float shininess;
};
struct Light
{
vec4 direction;
vec4 diffuse,ambient,specular;
};
uniform int nlights;
uniform Light lights[Nlights];
uniform MaterialBuffer {
Material Materials[Nmaterials];
};
in vec3 Normal;
#ifdef EXPLICIT_COLOR
in vec4 Color;
#endif
flat in int materialIndex;
out vec4 outColor;
void main()
{
vec4 Diffuse;
vec4 Ambient;
vec4 Emissive;
vec4 Specular;
float Shininess;
#ifdef EXPLICIT_COLOR
if(materialIndex < 0) {
int index=-materialIndex-1;
Material m=Materials[index];
Diffuse=Color;
Ambient=Color;
Emissive=vec4(0.0,0.0,0.0,1.0);
Specular=m.specular;
Shininess=m.shininess;
} else {
Material m=Materials[materialIndex];
Diffuse=m.diffuse;
Ambient=m.ambient;
Emissive=m.emissive;
Specular=m.specular;
Shininess=m.shininess;
}
#else
Material m=Materials[materialIndex];
Diffuse=m.diffuse;
Ambient=m.ambient;
Emissive=m.emissive;
Specular=m.specular;
Shininess=m.shininess;
#endif
// Phong-Blinn model
if(nlights > 0) {
vec3 diffuse=vec3(0,0,0);
vec3 specular=vec3(0,0,0);
vec3 ambient=vec3(0,0,0);
vec3 Z=vec3(0,0,1);
for(int i=0; i < nlights; ++i) {
vec3 L=normalize(lights[i].direction.xyz);
diffuse += lights[i].diffuse.rgb*abs(dot(Normal,L));
ambient += lights[i].ambient.rgb;
specular += pow(abs(dot(Normal,normalize(L+Z))),Shininess)*
lights[i].specular.rgb;
}
vec3 color=diffuse*Diffuse.rgb+
ambient*Ambient.rgb+
specular*Specular.rgb+
Emissive.rgb;
outColor=vec4(color,Diffuse[3]);
} else
outColor=Diffuse;
}
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