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interface/resources/shaders/model_shadow_map.frag
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interface/resources/shaders/model_shadow_map.frag
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#version 120
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//
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// model_shadow_map.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 5/23/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// the diffuse texture
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uniform sampler2D diffuseMap;
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// the shadow texture
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uniform sampler2DShadow shadowMap;
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// the interpolated position
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varying vec4 position;
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// the interpolated normal
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varying vec4 normal;
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void main(void) {
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// compute the base color based on OpenGL lighting model
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vec4 normalizedNormal = normalize(normal);
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float diffuse = dot(normalizedNormal, gl_LightSource[0].position);
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float facingLight = step(0.0, diffuse) * shadow2D(shadowMap, gl_TexCoord[1].stp).r;
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vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
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gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
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// compute the specular component (sans exponent)
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position - normalize(vec4(position.xyz, 0.0))),
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normalizedNormal));
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// modulate texture by base color and add specular contribution
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gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) +
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vec4(pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular.rgb, 0.0);
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}
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53
interface/resources/shaders/model_shadow_normal_map.frag
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interface/resources/shaders/model_shadow_normal_map.frag
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#version 120
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//
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// model_shadow_normal_map.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 5/23/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// the diffuse texture
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uniform sampler2D diffuseMap;
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// the normal map texture
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uniform sampler2D normalMap;
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// the shadow texture
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uniform sampler2DShadow shadowMap;
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// the interpolated position
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varying vec4 interpolatedPosition;
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// the interpolated normal
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varying vec4 interpolatedNormal;
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// the interpolated tangent
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varying vec4 interpolatedTangent;
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void main(void) {
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vec3 normalizedNormal = normalize(vec3(interpolatedNormal));
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vec3 normalizedTangent = normalize(vec3(interpolatedTangent));
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vec3 normalizedBitangent = normalize(cross(normalizedNormal, normalizedTangent));
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vec3 localNormal = vec3(texture2D(normalMap, gl_TexCoord[0].st)) * 2.0 - vec3(1.0, 1.0, 1.0);
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// compute the base color based on OpenGL lighting model
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vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
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normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
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float diffuse = dot(viewNormal, gl_LightSource[0].position);
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float facingLight = step(0.0, diffuse) * shadow2D(shadowMap, gl_TexCoord[1].stp).r;
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vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
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gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
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// compute the specular component (sans exponent)
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position -
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normalize(vec4(vec3(interpolatedPosition), 0.0))), viewNormal));
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// modulate texture by base color and add specular contribution
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gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) +
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vec4(pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular.rgb, 0.0);
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}
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#version 120
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//
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// model_shadow_normal_specular_map.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 5/23/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// the diffuse texture
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uniform sampler2D diffuseMap;
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// the normal map texture
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uniform sampler2D normalMap;
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// the specular map texture
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uniform sampler2D specularMap;
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// the shadow texture
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uniform sampler2DShadow shadowMap;
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// the interpolated position
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varying vec4 interpolatedPosition;
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// the interpolated normal
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varying vec4 interpolatedNormal;
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// the interpolated tangent
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varying vec4 interpolatedTangent;
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void main(void) {
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vec3 normalizedNormal = normalize(vec3(interpolatedNormal));
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vec3 normalizedTangent = normalize(vec3(interpolatedTangent));
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vec3 normalizedBitangent = normalize(cross(normalizedNormal, normalizedTangent));
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vec3 localNormal = vec3(texture2D(normalMap, gl_TexCoord[0].st)) * 2.0 - vec3(1.0, 1.0, 1.0);
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// compute the base color based on OpenGL lighting model
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vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
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normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
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float diffuse = dot(viewNormal, gl_LightSource[0].position);
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float facingLight = step(0.0, diffuse) * shadow2D(shadowMap, gl_TexCoord[1].stp).r;
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vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
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gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
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// compute the specular component (sans exponent)
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position -
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normalize(vec4(interpolatedPosition.xyz, 0.0))), viewNormal));
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// modulate texture by base color and add specular contribution
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gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) + vec4(pow(specular, gl_FrontMaterial.shininess) *
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gl_FrontLightProduct[0].specular.rgb * texture2D(specularMap, gl_TexCoord[0].st).rgb, 0.0);
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}
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44
interface/resources/shaders/model_shadow_specular_map.frag
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interface/resources/shaders/model_shadow_specular_map.frag
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#version 120
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//
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// model_shadow_specular_map.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 5/23/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// the diffuse texture
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uniform sampler2D diffuseMap;
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// the specular texture
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uniform sampler2D specularMap;
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// the shadow texture
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uniform sampler2DShadow shadowMap;
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// the interpolated position in view space
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varying vec4 position;
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// the interpolated normal
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varying vec4 normal;
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void main(void) {
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// compute the base color based on OpenGL lighting model
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vec4 normalizedNormal = normalize(normal);
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float diffuse = dot(normalizedNormal, gl_LightSource[0].position);
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float facingLight = step(0.0, diffuse) * shadow2D(shadowMap, gl_TexCoord[1].stp).r;
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vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
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gl_FrontLightProduct[0].diffuse * (diffuse * facingLight));
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// compute the specular component (sans exponent)
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float specular = facingLight * max(0.0, dot(normalize(gl_LightSource[0].position - normalize(vec4(position.xyz, 0.0))),
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normalizedNormal));
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// modulate texture by base color and add specular contribution
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gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) + vec4(pow(specular, gl_FrontMaterial.shininess) *
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gl_FrontLightProduct[0].specular.rgb * texture2D(specularMap, gl_TexCoord[0].st).rgb, 0.0);
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}
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