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https://github.com/raylib-cs/raylib-cs
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Update/merge examples back into main repo (#192)
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92
Examples/resources/shaders/glsl120/fog.fs
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92
Examples/resources/shaders/glsl120/fog.fs
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#version 120
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// Input vertex attributes (from vertex shader)
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varying vec3 fragPosition;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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varying vec3 fragNormal;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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#define MAX_LIGHTS 4
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#define LIGHT_DIRECTIONAL 0
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#define LIGHT_POINT 1
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struct MaterialProperty {
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vec3 color;
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int useSampler;
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sampler2D sampler;
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};
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struct Light {
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int enabled;
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int type;
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vec3 position;
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vec3 target;
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vec4 color;
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};
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// Input lighting values
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uniform Light lights[MAX_LIGHTS];
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uniform vec4 ambient;
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uniform vec3 viewPos;
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uniform float fogDensity;
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void main()
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{
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// Texel color fetching from texture sampler
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vec4 texelColor = texture2D(texture0, fragTexCoord);
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vec3 lightDot = vec3(0.0);
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vec3 normal = normalize(fragNormal);
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vec3 viewD = normalize(viewPos - fragPosition);
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vec3 specular = vec3(0.0);
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// NOTE: Implement here your fragment shader code
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for (int i = 0; i < MAX_LIGHTS; i++)
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{
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if (lights[i].enabled == 1)
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{
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vec3 light = vec3(0.0);
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if (lights[i].type == LIGHT_DIRECTIONAL) light = -normalize(lights[i].target - lights[i].position);
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if (lights[i].type == LIGHT_POINT) light = normalize(lights[i].position - fragPosition);
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float NdotL = max(dot(normal, light), 0.0);
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lightDot += lights[i].color.rgb*NdotL;
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float specCo = 0.0;
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if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // Shine: 16.0
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specular += specCo;
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}
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}
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vec4 finalColor = (texelColor*((colDiffuse + vec4(specular,1))*vec4(lightDot, 1.0)));
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finalColor += texelColor*(ambient/10.0);
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// Gamma correction
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finalColor = pow(finalColor, vec4(1.0/2.2));
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// Fog calculation
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float dist = length(viewPos - fragPosition);
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// these could be parameters...
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const vec4 fogColor = vec4(0.5, 0.5, 0.5, 1.0);
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//const float fogDensity = 0.16;
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// Exponential fog
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float fogFactor = 1.0/exp((dist*fogDensity)*(dist*fogDensity));
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// Linear fog (less nice)
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//const float fogStart = 2.0;
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//const float fogEnd = 10.0;
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//float fogFactor = (fogEnd - dist)/(fogEnd - fogStart);
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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gl_FragColor = mix(fogColor, finalColor, fogFactor);
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}
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