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feat(rendering): add basic diffuse and ambient lighting to block rendering
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@@ -1,15 +1,35 @@
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#version 460
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in vec2 tc;
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in vec3 normal;
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in vec3 vert_pos;
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flat in int tex_layer;
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out vec4 color;
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layout (binding = 0) uniform sampler2DArray samp;
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uniform float ambientStrength;
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uniform vec3 sunlightColor;
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uniform vec3 sunlightDir;
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void main(void) {
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color = texture(samp, vec3(tc, tex_layer));
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if (color.a < 0.8) {
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vec4 objectColor = texture(samp, vec3(tc, tex_layer));
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if (objectColor.a < 0.8) {
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discard;
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}
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vec3 lightDir = normalize(sunlightDir);
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vec3 ambient = ambientStrength * sunlightColor;
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vec3 norm = normalize(normal);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * sunlightColor;
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color = vec4((ambient + diffuse) * objectColor.rgb, objectColor.a);
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//color = varyingColor;
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}
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@@ -3,7 +3,10 @@
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec2 texCoord;
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layout (location = 2) in float layer;
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layout (location = 3) in vec3 aNormal;
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out vec2 tc;
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out vec3 normal;
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out vec3 vert_pos;
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flat out int tex_layer;
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mat4 buildRotateX(float rad);
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@@ -13,13 +16,21 @@ mat4 buildTranslate(float x, float y, float z);
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uniform mat4 mv_matrix;
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uniform mat4 proj_matrix;
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uniform mat4 norm_matrix;
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void main(void) {
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gl_Position = proj_matrix * mv_matrix * vec4(pos, 1.0);
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vec4 viewPos = mv_matrix * vec4(pos, 1.0);
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vert_pos = viewPos.xyz;
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tc = texCoord;
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tex_layer = int(layer);
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normal = mat3(norm_matrix) * aNormal;
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gl_Position = proj_matrix * viewPos;
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}
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mat4 buildTranslate(float x, float y, float z) {
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