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#version 330 core
in vert_t {
vec2 tex_coords;
} vert;
out vec4 frag_color;
uniform sampler2D positions;
uniform sampler2D normals;
uniform sampler2D color_specular;
uniform vec3 view_position;
struct light_t {
vec3 position;
vec3 color;
};
const int light_count = 200;
uniform light_t lights[light_count];
const float linear = 0.7f;
const float quadratic = 1.8f;
void main()
{
vec3 position = texture(positions, vert.tex_coords).rgb;
vec3 normal = texture(normals, vert.tex_coords).rgb;
vec3 color = texture(color_specular, vert.tex_coords).rgb;
float specular = texture(color_specular, vert.tex_coords).a;
vec3 ambient = 0.1 * color;
vec3 view_dir = normalize(view_position - position);
vec3 result = ambient;
for (int i = 0; i < light_count; i++) {
vec3 light_dir = normalize(lights[i].position - position);
vec3 diffuse = max(dot(normal, light_dir), 0.0) * color * lights[i].color;
float distance = length(lights[i].position - position);
float attenuation = 1.0 / (1.0 + linear * distance + quadratic * distance * distance);
vec3 halfway_dir = normalize(view_dir + light_dir);
vec3 specular = pow(max(dot(halfway_dir, normal), 0.0), 32.0) * vec3(0.5);
result += (diffuse + specular) * attenuation;
}
frag_color = vec4(result, 1.0);
}
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