--- /dev/null
+#version 330 core\r
+\r
+in vec3 Normal;\r
+in vec3 FragPos;\r
+\r
+out vec4 FragColor;\r
+\r
+uniform vec3 lightPos;\r
+uniform vec3 lightColor;\r
+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
+ \r
+ FragColor = vec4(result, 1.0f);\r
+}\r