add texture in BlinnPhongDirectionLight example.
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@@ -61,7 +61,7 @@ Code
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#Fragment
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sampler2DArray TextureColor
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sampler2DArray TextureBaseColor
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Output
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{
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@@ -74,6 +74,6 @@ Code
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{
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MaterialInstance mi=GetMI();
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FragColor=texture(TextureColor,vec3(Input.TexCoord,mi.id.x));
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FragColor=texture(TextureBaseColor,vec3(Input.TexCoord,mi.id.x));
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}
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}
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100
ShaderLibrary/Std3D/BlinnPhong/SunLightPureColorTexture.mtl
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100
ShaderLibrary/Std3D/BlinnPhong/SunLightPureColorTexture.mtl
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@@ -0,0 +1,100 @@
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#Material
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Name BlinnPhong+HalfLambert shading model only color
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Reference https://zhuanlan.zhihu.com/p/442023993
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Base Std3D/BlinnPhong
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//某些Require并不真的存在.ubo文件,写成一行一个是为了方便未来改成带路径的
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Require LocalToWorld
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Require Camera
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define HAVE_SPECULAR off //默认不定义HAVE_SPECULAR
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UBO
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{
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File BlinnPhongSun.ubo //文件名,如果/开头表示从ShaderLibrary根目录开始,没有则表示同一目录
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Struct BlinnPhongSun //结构名称
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Name sun //在代码中的变量名
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Stage Fragment //会引用的shader
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Set Global //Descriptor Set
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}
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#MaterialInstance
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Length 32
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Stage Fragment
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Code
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{
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vec4 Color;
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uint tex_id;
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}
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#VertexInput
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vec3 Normal
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vec2 TexCoord
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#Vertex
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Output
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{
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vec4 Position;
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vec3 Normal;
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vec2 TexCoord
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}
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Code
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{
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void main()
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{
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Output.Normal =GetNormal();
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Output.Position =GetPosition3D();
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Output.TexCoord =TexCoord;
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HandoverMI();
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gl_Position =Output.Position;
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}
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}
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#Fragment
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sampler2DArray TextureBaseColor
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Output
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{
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vec4 FragColor;
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}
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Code
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{
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#define HAVE_SPECULAR
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void main()
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{
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MaterialInstance mi=GetMI();
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vec4 texture_color=texture(TextureBaseColor,vec3(Input.TexCoord,mi.tex_id));
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//点乘法线和光照
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float intensity=0.5*max(dot(Input.Normal,sun.direction.xyz),0.0)+0.5;
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//直接光颜色
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vec3 direct_color =intensity*sun.color.rgb*mi.Color.rgb*texture_color.rgb;
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#ifndef HAVE_SPECULAR
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FragColor=vec4(direct_color,1.0);
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#else
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vec3 spec_color=vec3(0.0);
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if(intensity>0.0)
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{
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vec3 half_vector=normalize(sun.direction.xyz+normalize(Input.Position.xyz+camera.pos));
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float specular=max(dot(half_vector,Input.Normal),0.0);
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spec_color=specular*pow(specular,8)*sun.color.rgb;
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}
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FragColor=vec4(direct_color+spec_color,1.0);
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#endif//HAVE_SPECULAR
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}
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}
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