opengl.assets: Rid old files.
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@@ -1,121 +0,0 @@
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struct light
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{
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vec4 Site;
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vec3 Color;
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float Attenuation;
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float ambient_Coefficient;
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float cone_Angle;
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vec3 cone_Direction;
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};
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uniform mat4 model_Transform;
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uniform mat3 inverse_model_Rotation;
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uniform vec3 camera_Site;
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uniform vec3 specular_Color; // The materials specular color.
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uniform int light_Count;
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uniform light Lights [50];
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in vec3 frag_Site;
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in vec3 frag_Normal;
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in vec2 frag_Coords;
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in float frag_Shine;
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out vec4 final_Color;
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vec3
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apply_Light (light Light,
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vec3 surface_Color,
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vec3 Normal,
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vec3 surface_Site,
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vec3 Surface_to_Camera)
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{
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vec3 Surface_to_Light;
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float Attenuation = 1.0;
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if (Light.Site.w == 0.0)
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{
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// Directional light.
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//
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Surface_to_Light = normalize (-Light.Site.xyz);
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Attenuation = 1.0; // No attenuation for directional lights.
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}
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else
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{
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// Point light.
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//
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vec3 Surface_to_Light_vector = Light.Site.xyz - surface_Site;
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float Distance_to_Light = length (Surface_to_Light_vector);
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Surface_to_Light = normalize (Surface_to_Light_vector);
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Attenuation = 1.0
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/ ( 1.0
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+ Light.Attenuation
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* pow (Distance_to_Light, 2));
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// Cone restrictions which affects attenuation.
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//
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float Light_to_Surface_Angle = degrees (acos (dot (-Surface_to_Light,
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normalize (Light.cone_Direction))));
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if (Light_to_Surface_Angle > Light.cone_Angle)
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{
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Attenuation = 0.0;
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}
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}
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vec3 lit_surface_Color = surface_Color * Light.Color;
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vec3 Ambient = Light.ambient_Coefficient * lit_surface_Color;
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float diffuse_Coefficient = max (0.0,
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dot (Normal,
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Surface_to_Light));
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vec3 Diffuse = diffuse_Coefficient * lit_surface_Color;
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float specular_Coefficient = 0.0;
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if (diffuse_Coefficient > 0.0)
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specular_Coefficient = pow (max (0.0,
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dot (Surface_to_Camera,
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reflect (-Surface_to_Light,
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Normal))),
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frag_Shine);
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vec3 Specular = specular_Coefficient * specular_Color * Light.Color;
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return Ambient + Attenuation * (Diffuse + Specular); // Linear color (before gamma correction).
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}
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void
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main()
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{
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vec3 surface_Site = vec3 ( model_Transform
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* vec4 (frag_Site, 1));
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vec4 surface_Color = apply_Texturing (frag_Coords);
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vec3 Surface_to_Camera = normalize (camera_Site - surface_Site);
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vec3 Normal = normalize ( frag_Normal
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* inverse_model_Rotation);
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// Combine color from all the lights.
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//
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vec3 linear_Color = vec3 (0);
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for (int i = 0; i < light_Count; ++i)
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{
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linear_Color += apply_Light (Lights [i],
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surface_Color.rgb,
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Normal,
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surface_Site,
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Surface_to_Camera);
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}
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vec3 Gamma = vec3 (1.0 / 2.2);
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final_Color = vec4 (pow (linear_Color, // Final color (after gamma correction).
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Gamma),
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surface_Color.a);
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}
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@@ -1,29 +0,0 @@
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#version 140
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uniform mat4 mvp_Transform;
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uniform vec3 Scale;
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in vec3 Site;
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in vec3 Normal;
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in vec2 Coords;
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in float Shine;
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out vec3 frag_Site;
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out vec3 frag_Normal;
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out vec2 frag_Coords;
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out float frag_Shine;
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void main()
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{
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// Pass some variables to the fragment shader.
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//
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frag_Site = Site;
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frag_Normal = Normal;
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frag_Coords = Coords;
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frag_Shine = Shine;
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// Apply all matrix transformations to 'Site'.
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//
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gl_Position = mvp_Transform * vec4 (Site * Scale, 1);
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}
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@@ -1,27 +0,0 @@
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uniform int texture_Count;
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uniform sampler2D Textures [32];
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uniform float Fade [32];
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vec4
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apply_Texturing (vec2 Coords)
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{
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vec4 Color = vec4 (0);
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for (int i = 0; i < texture_Count; ++i)
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{
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Color.rgb += texture (Textures [i], Coords).rgb
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* texture (Textures [i], Coords).a
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* (1.0 - Fade [i]);
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// Color.a += texture (Textures [i], Coords).a * (1.0 - Fade[1]);
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Color.a = max (Color.a,
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texture (Textures [i],Coords).a * (1.0 - Fade[i]));
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// Color.a = max (Color.a,
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// texture (Textures [i],Coords).a);
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}
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return Color;
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}
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