re-implemented lighting
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@ -10,11 +10,13 @@ layout (binding = 1) uniform sampler2D light;
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void main() {
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void main() {
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// Texturing
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// Texturing
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vec4 albedoTexel = texture2D(albedo, vTexCoords);
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vec4 diffuseTexel = texture2D(albedo, vTexCoords);
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vec4 lightTexel = texture2D(light, vTexCoords);
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vec4 lightTexel = texture2D(light, vTexCoords);
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// Final color
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// Final color
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outColor = albedoTexel * (lightTexel);
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outColor = diffuseTexel * (lightTexel);
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outColor = albedoTexel;// * (lightTexel);
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// outColor = diffuseTexel;// * (lightTexel);
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outColor.a = albedoTexel.a;
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outColor.a = diffuseTexel.a;
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// outColor = lightTexel;
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}
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}
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@ -55,7 +55,12 @@ void main()
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{
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{
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// Lighting calc
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// Lighting calc
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vec3 a = vec3(0.0);
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vec3 a = vec3(0.0);
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vec3 ds = pointLightADS(texture(albedoMap, vertexTexCoords),
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// vec3 ds = pointLightADS(texture(albedoMap, vertexTexCoords),
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// texture(viewSpacePositionMap, vertexTexCoords).xyz,
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// texture(normalMap, vertexTexCoords).xyz);
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vec3 ds = pointLightADS(vec4(1,1,1,1),
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texture(viewSpacePositionMap, vertexTexCoords).xyz,
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texture(viewSpacePositionMap, vertexTexCoords).xyz,
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texture(normalMap, vertexTexCoords).xyz);
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texture(normalMap, vertexTexCoords).xyz);
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