continued with asset loader

This commit is contained in:
2026-05-18 18:10:06 -04:00
parent e02e92db10
commit 6a0e0d0685
28 changed files with 183 additions and 73575 deletions

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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);
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);
float spec = pow(max(dot(norm, halfwayDir), 0.0), effectiveShininess);
vec3 specular = lightSpecular * (spec * specularColor * phongSpecular);
vec3 result = ambient + diffuse + specular;
float gamma = 2.2;
FragColor.rgb = pow(result.rgb, vec3(1.0/gamma));
}

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{
"name": "phong",
"vertex": "phong.vert",
"fragment": "phong.frag"
}

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#version 400
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 uv;
layout (location = 2) in vec3 normal;
out vec3 Position;
out vec2 TexCoord;
out vec3 Normal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main() {
Position = vec3(model * vec4(position, 1.0));
Normal = mat3(transpose(inverse(model))) * normal;
TexCoord = uv;
gl_Position = projection * view * vec4(Position, 1.0);
}