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#version 330 core
in vec3 FragPos;
in vec3 LocalPos;
in vec3 Backside;
in float BacksideIrradiance;
in vec3 Normal;
out vec4 FragColor;
uniform vec3 objectColor;
uniform vec3 lightColor;
uniform vec3 lightPos;
uniform vec3 viewPos;
uniform float transmittanceScale;
uniform int renderState;
uniform float powBase;
uniform float powFactor;
void main()
{
// phong lighting
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * lightColor;
float specularStrength = 0.5;
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = specularStrength * spec * lightColor;
vec3 result = (ambient + diffuse + specular) * objectColor;
// thickness
float distanceToBackside = length(FragPos - Backside);
if (renderState == 2) {
if (distanceToBackside != 0) {
// add translucency by amplifying color inverse to the thickness
// (1 - diff) is part of the irradiance term,
// if the light hits the object straight at 90°
// most light is received
result += objectColor * pow(powBase, powFactor / pow(distanceToBackside, 0.6)) * transmittanceScale * (1 - diff);
}
}
FragColor = vec4(result, 1.0f);
}
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