Merge: roberto -> main
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@@ -46,27 +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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"in vec3 Normal;"
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"in vec3 FragPos;"
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"void main()"
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"{"
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"out vec4 FragColor;"
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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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"void main()"
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"{"
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" vec4 color = texture(palette, vec3(0, 0, index));\n"
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" float diffuse = abs(dot(Normal, lightDir)); "
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" vec3 viewPos = vec3(0, 0, -15);\n"
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" vec3 viewDir = normalize(viewPos - FragPos);\n"
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" FragColor = (0.5 + 0.5*diffuse)*color;"
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"}";
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" vec3 lightPos = viewPos;\n"
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" vec3 lightDir = normalize(lightPos - FragPos);\n"
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" vec3 halfwayDir = normalize(lightDir + viewDir);\n"
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" float specular = pow(max(dot(normalize(Normal), halfwayDir), 0.0), 16.0);\n"
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" float diffuse = max(dot(normalize(Normal), lightDir), 0.0);\n"
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" vec3 result = (0.5 + 0.5 * diffuse + specular) * color.rgb;\n"
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" FragColor = vec4(result, color.a);\n"
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"}";
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