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#version 150 core
in vec3 worldPosition;
in vec3 worldNormal;
in vec4 worldTangent;
in vec2 texCoord;
uniform sampler2D diffuseTexture;
uniform sampler2D normalTexture;
// TODO: Replace with a struct
uniform vec3 ka; // Ambient reflectivity
uniform vec3 ks; // Specular reflectivity
uniform float shininess; // Specular shininess factor
uniform vec3 eyePosition;
out vec4 fragColor;
#pragma include light.inc.frag
#pragma include coordinatesystems.inc
void main()
{
// Sample the textures at the interpolated texCoords
vec4 diffuseTextureColor = texture( diffuseTexture, texCoord );
vec3 tNormal = 2.0 * texture( normalTexture, texCoord ).rgb - vec3( 1.0 );
mat3 tangentMatrix = calcWorldSpaceToTangentSpaceMatrix(worldNormal, worldTangent);
mat3 invertTangentMatrix = transpose(tangentMatrix);
vec3 wNormal = normalize(invertTangentMatrix * tNormal);
// Calculate the lighting model, keeping the specular component separate
vec3 diffuseColor, specularColor;
adsModel(worldPosition, wNormal, eyePosition, shininess, diffuseColor, specularColor);
// Combine spec with ambient+diffuse for final fragment color
// Use the alpha from the diffuse texture (for alpha to coverage)
fragColor = vec4( ka + diffuseTextureColor.rgb * diffuseColor + ks * specularColor, diffuseTextureColor.a );
}
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