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#version 330 core
in vec3 Normal;
in vec3 FragPos;
out vec4 FragColor;
uniform vec3 lightPos;
uniform vec3 lightColor;
uniform vec3 objectColor;
uniform vec3 viewPos;
vec4 blur(sampler2D tex, vec2 uv, vec2 res) {
float Pi = 6.28318530718; // Pi*2
// GAUSSIAN BLUR SETTINGS {{{
float Directions = 16.0; // BLUR DIRECTIONS (Default 16.0 - More is better but slower)
float Quality = 4.0; // BLUR QUALITY (Default 4.0 - More is better but slower)
float Size = 8.0; // BLUR SIZE (Radius)
// GAUSSIAN BLUR SETTINGS }}}
vec2 Radius = Size/res;
// Pixel colour
vec4 Color = texture(tex, uv);
// Blur calculations
for( float d=0.0; d<Pi; d+=Pi/Directions) {
for(float i=1.0/Quality; i<=1.0; i+=1.0/Quality) {
Color += texture( tex, uv+vec2(cos(d),sin(d))*Radius*i);
}
}
// Output to screen
Color /= Quality * Directions - 15.0;
return Color;
}
void main()
{
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) * objectColor;
result = vec3(length(FragPos - lightPos));
FragColor = vec4(result, 1.0f);
}
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