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Textures?
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@ -2,7 +2,7 @@
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uniform vec3 lDirection;
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uniform bool isSky;
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uniform bool isPhong;
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uniform sampler2D skybox;
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uniform sampler2D tex;
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in vec3 fNormal;
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in vec3 fPosition;
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@ -14,8 +14,9 @@ out vec4 fColor;
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void
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main()
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{
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vec4 texColor = texture(tex, texCoords);
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if(isSky) {
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fColor = texture(skybox, texCoords);
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fColor = texColor;
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} else if(isPhong) {
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// Get lighting vectors
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vec3 LightDirection = normalize(vec3(1,3,1));
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@ -27,15 +28,16 @@ main()
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// Compute specular component
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vec3 Rl = normalize(-LightDirection+2.0*nfNormal*dot(nfNormal,LightDirection));
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float specular = 0.0;//0.1*pow(max(0.0, dot(Rl, nviewDirection)), 16);
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float specular = pow(max(0.0, dot(Rl, nviewDirection)), 16);
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// Fragment color (currently static, to be replaced with texture)
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vec3 color = ifColor.xyz;
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// Fragment color
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vec4 color = texColor * diffuse * 0.6 + vec4(1) * specular * 0.6;
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// Compute final color
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fColor = vec4(color.xyz, 1);
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//fColor = vec4(color * (0.1 + diffuse + specular), 1);
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fColor = vec4(fNormal, 1);
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//fColor = vec4(fNormal, 1);
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} else {
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fColor = ifColor;
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fColor = texColor * ifColor;
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}
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}
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@ -47,8 +47,8 @@ main()
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vec3 color = ifColor.xyz;
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// Compute final color
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//fColor = vec4(color * (0.1 + diffuse + specular), 1);
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ifColor = vec4(fNormal, 1);
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ifColor = vec4(color * (0.1 + diffuse + specular), 1);
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//ifColor = vec4(fNormal, 1);
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}
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}
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@ -97,7 +97,7 @@ void Viewer::drawSkybox()
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// Increase size of skybox
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modelViewMatrix.scale(100);
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modelViewMatrix.scale(101);
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m_program->setUniformValue(m_mvMatrixLocation, modelViewMatrix);
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