uniform vec3 objectColor;\r
uniform vec3 viewPos;\r
\r
-vec4 blur(sampler2D tex, vec2 uv, vec2 res) {\r
- float Pi = 6.28318530718; // Pi*2\r
- \r
- // GAUSSIAN BLUR SETTINGS {{{\r
- float Directions = 16.0; // BLUR DIRECTIONS (Default 16.0 - More is better but slower)\r
- float Quality = 4.0; // BLUR QUALITY (Default 4.0 - More is better but slower)\r
- float Size = 8.0; // BLUR SIZE (Radius)\r
- // GAUSSIAN BLUR SETTINGS }}}\r
- \r
- vec2 Radius = Size/res;\r
- \r
- // Pixel colour\r
- vec4 Color = texture(tex, uv);\r
- \r
- // Blur calculations\r
- for( float d=0.0; d<Pi; d+=Pi/Directions) {\r
- for(float i=1.0/Quality; i<=1.0; i+=1.0/Quality) {\r
- Color += texture( tex, uv+vec2(cos(d),sin(d))*Radius*i); \r
- }\r
- }\r
- \r
- // Output to screen\r
- Color /= Quality * Directions - 15.0;\r
- return Color;\r
-}\r
-\r
void main()\r
{\r
- vec3 norm = normalize(Normal);\r
- vec3 lightDir = normalize(lightPos - FragPos);\r
-\r
- float diff = max(dot(norm, lightDir), 0.0);\r
- vec3 diffuse = diff * lightColor;\r
-\r
- float ambientStrength = 0.1;\r
- vec3 ambient = ambientStrength * lightColor;\r
-\r
- float specularStrength = 0.5;\r
- vec3 viewDir = normalize(viewPos - FragPos);\r
- vec3 reflectDir = reflect(-lightDir, norm);\r
- float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);\r
- vec3 specular = specularStrength * spec * lightColor;\r
-\r
- vec3 result = (ambient + diffuse) * objectColor;\r
-\r
- result = vec3(length(FragPos - lightPos));\r
+ // color the XY-plane according to the distance\r
+ // of the fragment in world space\r
+ vec3 result = vec3(length(FragPos - lightPos));\r
\r
FragColor = vec4(result, 1.0f);\r
}\r