broken lighting
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@@ -4,9 +4,28 @@
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layout(binding = 1) uniform sampler2D tex;
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layout(location = 0) in vec2 tex_coords;
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layout(location = 1) in vec3 normal_cam;
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layout(location = 2) in vec3 position_cam;
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layout(location = 3) in vec3 light_direction_cam;
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layout(location = 0) out vec4 out_color;
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void main() {
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out_color = texture(tex, tex_coords);
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vec3 normal_cam_u = normalize(normal_cam);
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vec3 light_direction_cam_u = normalize(light_direction_cam);
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float ambient_strength = 0.1;
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vec3 light_color = vec3(1.0, 1.0, 1.0);
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vec3 ambient_color = ambient_strength * light_color;
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float diffuse_strength = max(0.0, dot(normal_cam_u, light_direction_cam_u));
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vec3 diffuse_color = diffuse_strength * light_color;
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// float specular_value = 1.0;
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// vec3 view_direction = normalize(position_cam);
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// vec3 reflect_direction = reflect(-light_direction_cam_nm, normal_cam_nm);
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// float specular_strength = pow(max(dot(view_direction, reflect_direction), 0.0), 32);
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// vec3 specular_color = specular_value * specular_strength * light_color;
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out_color = vec4(ambient_color + diffuse_color, 1.0) * texture(tex, tex_coords);
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}
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@@ -1,20 +1,25 @@
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout(push_constant) uniform PushConstants {
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mat4 model;
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} push;
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layout(binding = 0) uniform ObjectUniformData {
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mat4 view;
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mat4 projection;
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float time;
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vec3 light_position;
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} ubo;
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layout(location = 0) in vec3 position;
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layout(location = 1) in vec2 uv;
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layout(location = 2) in vec3 normal;
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layout(location = 0) out vec2 tex_coords;
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layout(push_constant) uniform PushConstants {
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mat4 model;
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} push;
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layout(location = 1) out vec3 normal_cam;
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layout(location = 2) out vec3 position_cam;
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layout(location = 3) out vec3 light_direction_cam;
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out gl_PerVertex {
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vec4 gl_Position;
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@@ -23,4 +28,11 @@ out gl_PerVertex {
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void main() {
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gl_Position = ubo.projection * ubo.view * push.model * vec4(position, 1.0);
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tex_coords = uv;
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position_cam = vec3(ubo.view * push.model * vec4(position, 1.0));
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// TODO: use inverse transpose so this doesn't break when scaling
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normal_cam = vec3(ubo.view * push.model * vec4(normal, 1.0));
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vec3 light_position_cam = vec3(ubo.view * vec4(ubo.light_position, 1.0));
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light_direction_cam = light_position_cam - position_cam;
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}
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