Tidying OpenGLExample shader code.
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@ -102,16 +102,17 @@ int main(int argc, char *argv[])
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uniform mat4 modelToWorldMatrix;
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out vec4 worldPosition; //This is being passed to the fragment shader to calculate the normals
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out vec4 worldNormal;
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out vec3 normalFromVS;
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flat out ivec2 outMaterial;
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void main()
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{
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worldPosition = modelToWorldMatrix * position;
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worldNormal = normal;
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outMaterial = ivec2(material.x, material.y);
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vec4 cameraPosition = worldToCameraMatrix * worldPosition;
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gl_Position = cameraToClipMatrix * cameraPosition;
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normalFromVS = normal.xyz;
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outMaterial = ivec2(material.x, material.y);
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}
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)"))
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{
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@ -123,16 +124,16 @@ int main(int argc, char *argv[])
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#version 130
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in vec4 worldPosition; //Passed in from the vertex shader
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in vec4 worldNormal;
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in vec3 normalFromVS;
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flat in ivec2 outMaterial;
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out vec4 outputColor;
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void main()
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{
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vec3 normal = worldNormal.xyz;
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vec4 surfaceColor = vec4(0.0, 0.0, 0.0, 0.0);
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// The first byte of our voxel data is the material.
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// We use this to decide how to color the fragment.
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vec4 surfaceColor;
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switch(outMaterial.x)
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{
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case 1:
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@ -155,13 +156,15 @@ int main(int argc, char *argv[])
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break;
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}
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vec3 lightDir = vec3(1.0, 0.0, 0.0);
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float diffuse = dot(lightDir, normal);
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diffuse *= 0.6;
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float ambient = 0.4;
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float lightVal = diffuse + ambient;
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// Quick and dirty lighting, obviously a real implementation
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// should pass light properties as shader parameters, etc.
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vec3 lightDir = vec3(0.0, 0.0, 1.0);
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float diffuse = clamp(dot(lightDir, normalFromVS), 0.0, 1.0);
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diffuse *= 0.7; // Dim the diffuse a bit
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float ambient = 0.3; // Add some ambient
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float lightIntensity = diffuse + ambient; // Compute the final light intensity
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outputColor = surfaceColor * lightVal;
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outputColor = surfaceColor * lightIntensity; //Compute final rendered color
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}
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)"))
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{
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