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Update lighting maps exercise code.
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#version 330 core
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out vec4 FragColor;
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struct Material {
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sampler2D diffuse;
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sampler2D specular;
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float shininess;
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};
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struct Light {
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vec3 position;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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};
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in vec3 FragPos;
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in vec3 Normal;
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in vec2 TexCoords;
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uniform vec3 viewPos;
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uniform Material material;
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uniform Light light;
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void main()
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{
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// ambient
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vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
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// diffuse
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(light.position - FragPos);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
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// specular
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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vec3 specular = light.specular * spec * (vec3(1.0) - vec3(texture(material.specular, TexCoords))); // here we inverse the sampled specular color. Black becomes white and white becomes black.
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FragColor = vec4(ambient + diffuse + specular, 1.0);
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}
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