Huge stuff. camera, input manager (mouse + keyboard), can move around scene now
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@@ -10,7 +10,7 @@ Ke 0.0 0.0 0.0
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Ni 1.450000
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d 1.000000
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illum 2
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map_Kd backpack/diffuse.jpg
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map_Bump backpack/normal.png
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map_Ks backpack/specular.jpg
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map_Kd diffuse.jpg
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map_Bump normal.png
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map_Ks specular.jpg
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@@ -6,7 +6,8 @@ in vec3 Position;
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in vec2 TexCoord;
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in vec3 Normal;
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uniform sampler2D diffuse;
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uniform sampler2D diffuseMap;
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uniform sampler2D specularMap;
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uniform vec3 viewPosition;
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@@ -15,22 +16,30 @@ uniform vec3 phongDiffuse;
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uniform vec3 phongSpecular;
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uniform float phongShininess;
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uniform vec3 lightPosition;
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uniform vec3 lightDirection;
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uniform vec3 lightAmbient;
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uniform vec3 lightDiffuse;
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uniform vec3 lightSpecular;
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void main() {
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vec4 diffuseColor = texture(diffuse, TexCoord);
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vec3 diffuseColor = texture(diffuseMap, TexCoord).rgb;
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vec3 specularColor = texture(specularMap, TexCoord).rgb;
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(-lightDirection);
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vec3 viewDir = normalize(viewPosition - Position);
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vec3 ambient = phongAmbient * vec3(diffuseColor);
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vec3 ambient = lightAmbient * (diffuseColor * phongAmbient);
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float diffImpact = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = (phongDiffuse * vec3(diffuseColor)) * diffImpact;
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vec3 diffuse = lightDiffuse * (diffImpact * diffuseColor * phongDiffuse);
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vec3 result = ambient + diffuse;
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vec3 reflectDir = reflect(-lightDir, norm);
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float effectiveShininess = max(phongShininess, 1.0);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), effectiveShininess);
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vec3 specular = lightSpecular * (spec * specularColor * phongSpecular);
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vec3 result = ambient + diffuse + specular;
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FragColor = vec4(result, 1.0);
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}
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