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#type vertex
#version 330 core
layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec3 a_Normal;
uniform mat4 u_ViewProjection;
uniform mat4 u_Transform;
out vec3 v_Normal;
out vec3 v_WorldPos;
void main()
{
v_WorldPos = vec3(u_Transform * vec4(a_Position, 1.0));
v_Normal = mat3(transpose(inverse(u_Transform))) * a_Normal;
gl_Position = u_ViewProjection * vec4(v_WorldPos, 1.0);
}
#type fragment
#version 330 core
in vec3 v_Normal;
in vec3 v_WorldPos;
uniform vec3 u_Color;
uniform float u_Specular;
uniform float u_Emission;
uniform vec3 u_LightPos;
uniform vec3 u_CameraPos;
uniform int u_IsSelected;
uniform vec3 u_OutlineColor;
uniform float u_OutlineWidth;
out vec4 o_FragColor;
void main()
{
vec3 normal = normalize(v_Normal);
vec3 lightDir = normalize(u_LightPos - v_WorldPos);
vec3 viewDir = normalize(u_CameraPos - v_WorldPos);
vec3 reflectDir = reflect(-lightDir, normal);
float diff = max(dot(normal, lightDir), 0.0);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32.0);
vec3 diffuse = u_Color * diff;
vec3 specular = vec3(u_Specular) * spec;
vec3 emission = u_Color * u_Emission;
vec3 result = diffuse + specular + emission;
if (u_IsSelected > 0)
{
float ndotv = max(dot(normal, viewDir), 0.0);
float rim = 1.0 - ndotv;
float width = clamp(u_OutlineWidth, 0.0, 1.0);
float outlineMask = step(1.0 - u_OutlineWidth, rim);;
result = mix(result, u_OutlineColor, outlineMask);
}
o_FragColor = vec4(result, 1.0);
}
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