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api8/shaders/manif.fs

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#version 330
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in vec4 pos_model;
in vec3 vec_normal;
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in vec4 smcoord;
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out vec4 fragColor;
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const int max = 3; // should change in cpu too
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uniform vec4 couleur;
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uniform vec4 lumPos[max];
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uniform mat4 view;
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uniform vec4 lumColor[max];
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uniform sampler2D sm;
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void main() {
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const vec3 vue = vec3(0, 0, -1);
const vec4 soleil_color = vec4(0.81f, 0.78f, 0.66f, 1.0f);
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for(int i = 0; i < max; i++) {
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vec3 torche = normalize(pos_model.xyz - lumPos[i].xyz);
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float intensite_lumineuse = clamp(dot(vec_normal, -torche), 0., 1.);
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vec3 smpcoord = smcoord.xyz / smcoord.w;
if(texture(sm, smpcoord.xy).r < smpcoord.z) {
intensite_lumineuse = 0;
}
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vec3 reflet = (transpose(inverse(view)) * vec4(reflect(torche, vec_normal), 0)).xyz;
float intensite_specularite = pow(clamp(dot(reflet, -vue), 0., 1.), 10);
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vec4 color = intensite_specularite * lumColor[i] + 0.1 * soleil_color + 0.9 * intensite_lumineuse * couleur;
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if(i == 0) {
fragColor = color;
} else {
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fragColor = mix(fragColor, color, 1. * (i / 1));
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}
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}
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}