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b_engine/resources/standard.frag

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GLSL
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#version 400
out vec4 FragColor;
in vec3 Position;
in vec2 TexCoord;
in vec3 Normal;
uniform sampler2D diffuseMap;
uniform sampler2D specularMap;
uniform vec3 viewPosition;
uniform vec3 phongAmbient;
uniform vec3 phongDiffuse;
uniform vec3 phongSpecular;
uniform float phongShininess;
uniform vec3 lightPosition;
uniform vec3 lightDirection;
uniform vec3 lightAmbient;
uniform vec3 lightDiffuse;
uniform vec3 lightSpecular;
void main() {
vec3 diffuseColor = texture(diffuseMap, TexCoord).rgb;
vec3 specularColor = texture(specularMap, TexCoord).rgb;
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(-lightDirection);
vec3 viewDir = normalize(viewPosition - Position);
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vec3 halfwayDir = normalize(lightDir + viewDir);
vec3 ambient = lightAmbient * (diffuseColor * phongAmbient);
float diffImpact = max(dot(norm, lightDir), 0.0);
vec3 diffuse = lightDiffuse * (diffImpact * diffuseColor * phongDiffuse);
vec3 reflectDir = reflect(-lightDir, norm);
float effectiveShininess = max(phongShininess, 1.0);
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float spec = pow(max(dot(norm, halfwayDir), 0.0), effectiveShininess);
vec3 specular = lightSpecular * (spec * specularColor * phongSpecular);
vec3 result = ambient + diffuse + specular;
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float gamma = 2.2;
FragColor.rgb = pow(result.rgb, vec3(1.0/gamma));
}