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synced 2025-12-16 05:02:34 +00:00
Added support for rendering multiple lights, standardized shaders to use snake case for variables and camel case for functions, stubbed PBR material shader include.
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@@ -5,25 +5,25 @@ layout (location = 1) out vec4 fragColor;
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layout (location = 2) out vec3 fragNormal;
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layout (location = 3) out vec3 fragUV;
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in vec3 outPosition, outColor, outNormal, outUV, outFragPos, outCameraPos;
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in vec3 out_position, out_color, out_normal, out_uv, out_frag_pos, out_camera_pos;
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out vec4 outputFragColor;
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flat in int outHasTexture;
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flat in int out_has_texture;
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uniform sampler2D diffuse_texture;
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void main() {
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vec3 result;
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if (outHasTexture == 0) {
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result = outColor;
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if (out_has_texture == 0) {
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result = out_color;
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} else {
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result = texture(diffuse_texture, outUV.xy).xyz + 0.25;
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result = texture(diffuse_texture, out_uv.xy).xyz + 0.25;
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}
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fragPosition = outPosition;
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fragPosition = out_position;
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fragColor = vec4(result, 1.0);
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fragNormal = outNormal;
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fragUV = outUV;
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fragNormal = out_normal;
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fragUV = out_uv;
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float gamma = 2.2;
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outputFragColor.rgb = pow(fragColor.rgb, vec3(1.0 / gamma));
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