opengl.geometry: Add multi-texture support to more geometries.
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@@ -1,4 +1,6 @@
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#version 140
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// Include 'version.header'.
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// Include 'texturing.frag'.
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struct light
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{
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@@ -15,7 +17,7 @@ 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 sampler2D Texture;
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uniform int light_Count;
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uniform light Lights [10];
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@@ -28,6 +30,8 @@ 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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@@ -91,18 +95,16 @@ apply_Light (light Light,
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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 = texture (Texture, frag_Coords);
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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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@@ -116,8 +118,7 @@ main()
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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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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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