phong!
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3 changed files with 14 additions and 10 deletions
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@ -1,10 +1,15 @@
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#version 330
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in float intensite_eclairage;
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in vec4 pos_model;
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in vec3 vec_normal;
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out vec4 fragColor;
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uniform vec4 couleur;
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uniform vec4 lumpos;
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void main() {
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vec3 torche = normalize(pos_model.xyz - lumpos.xyz);
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float intensite_eclairage = clamp(dot(vec_normal, -torche), 0, 1);
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fragColor = intensite_eclairage * couleur;
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}
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@ -3,16 +3,14 @@
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layout(location = 0) in vec3 pos;
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layout(location = 1) in vec3 normal;
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out float intensite_eclairage;
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out vec4 pos_model;
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out vec3 vec_normal;
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uniform mat4 proj, model, view;
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uniform vec4 lumpos;
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void main() {
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vec4 pos_model = model * vec4(pos, 1);
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// vec3 soleil = normalize(vec3(0, -20, 0));
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vec3 torche = normalize(pos_model.xyz - lumpos.xyz);
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vec3 vec_normal = normalize(transpose(inverse(model)) * vec4(normal, 0)).xyz;
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pos_model = model * vec4(pos, 1);
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vec_normal = normalize(transpose(inverse(model)) * vec4(normal, 0)).xyz;
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intensite_eclairage = clamp(dot(vec_normal, -(torche)), 0, 1);
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gl_Position = proj * view * pos_model;
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}
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@ -45,10 +45,11 @@ static void draw(void) {
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glUseProgram(_pId);
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const GLfloat couleur_plan[] = {0.3f, 0.3f, 0.3f, 1},
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couleur_heros[] = {1, 1, 0, 1}, lumpos[] = {-4, 0.5, 0, 1};
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couleur_heros[] = {1, 1, 0, 1};
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GLint couleur_loc = glGetUniformLocation(_pId, "couleur");
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GLint lum_loc = glGetUniformLocation(_pId, "lumpos");
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const GLfloat lumpos[] = {1, 2, 3, 1};
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GLint lum_loc = glGetUniformLocation(_pId, "lumpos");
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glUniform4fv(lum_loc, 1, lumpos);
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gl4duBindMatrix(matrix_proj);
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