Additional resources from the Raylib repo.
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Examples/resources/shaders/glsl100/cel.fs
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Examples/resources/shaders/glsl100/cel.fs
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#version 100
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precision mediump float;
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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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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec3 viewPos;
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uniform float numBands;
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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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uniform Light lights[4];
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void main()
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{
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vec4 texColor = texture2D(texture0, fragTexCoord);
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vec3 baseColor = texColor.rgb * fragColor.rgb * colDiffuse.rgb;
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vec3 norm = normalize(fragNormal);
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float lightAccum = 0.08; // ambient floor
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for (int i = 0; i < 4; i++)
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{
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if (lights[i].enabled == 1) // no continue in GLSL ES 1.0
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{
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vec3 lightDir;
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if (lights[i].type == 0)
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{
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// Directional: direction is from position toward target.
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lightDir = normalize(lights[i].position - lights[i].target);
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}
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else
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{
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// Point: direction from surface to light.
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lightDir = normalize(lights[i].position - fragPosition);
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}
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float NdotL = max(dot(norm, lightDir), 0.0);
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// Quantize NdotL into numBands discrete steps.
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float quantized = min(floor(NdotL * numBands), numBands - 1.0) / (numBands - 1.0);
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lightAccum += quantized * lights[i].color.r;
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}
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}
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lightAccum = clamp(lightAccum, 0.0, 1.0);
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gl_FragColor = vec4(baseColor * lightAccum, texColor.a * colDiffuse.a);
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}
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