Specular ya deberia furula
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@@ -5,6 +5,7 @@ const char * vs =
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"layout (location = 1) in float aPos_y;"
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"layout (location = 2) in float aPos_z;"
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"layout (location = 3) in float aPos_w;"
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"layout (location = 4) in float aNormal_x;"
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"layout (location = 5) in float aNormal_y;"
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"layout (location = 6) in float aNormal_z;"
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@@ -45,28 +46,32 @@ const char * fs_plain =
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" FragColor = texture( palette, vec3( 0, 0, index ) ).rgba;"
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"}";
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const char * fs =
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"#version 330 core\n"
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"#version 330 core\n"
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"uniform sampler2DArray palette;"
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"uniform sampler2DArray palette;"
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"in float index;"
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"out vec4 FragColor;"
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"in vec3 Normal;"
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"in vec3 FragPos;"
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"in float index;"
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"out vec4 FragColor;"
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"in vec3 Normal;"
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"in vec3 FragPos;"
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"uniform vec3 viewPos;\n"
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"const float specularStrength = 0.5;\n"
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"void main()"
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"{"
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"void main()"
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"{"
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" vec4 color = texture(palette, vec3(0, 0, index));\n"
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" vec3 lightPos = vec3(0, 0, -15);\n"
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" vec3 lightDir = normalize(lightPos - FragPos);\n"
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" vec4 color = texture( palette, vec3( 0, 0, index ) ).rgba;"
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" vec3 lightPos = vec3(0,0,-15);"
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" vec3 lightDir = normalize(lightPos - FragPos);"
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" float diffuse = max(dot(Normal, lightDir), 0.0);\n"
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" float diffuse = max(dot(Normal, lightDir), 0.0);"
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" float ambient = 0.5;"
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" FragColor = (ambient + diffuse)*color;"
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"}";
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" vec3 viewDir = normalize(viewPos - FragPos);\n"
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" vec3 reflectDir = reflect(-lightDir, Normal);\n"
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" float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);\n"
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" vec3 specular = specularStrength * spec * vec3(1.0); \n"
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" vec3 result = (0.5 + 0.5 * diffuse) * color.rgb + specular;\n"
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" FragColor = vec4(result, color.a);\n"
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"}";
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