- if (renderState == 0) {\r
- FragColor = texture(irradianceTexture, UV);\r
- }\r
- else if (renderState == 1) {\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 + specular) * objectColor;\r
- \r
- FragColor = vec4(result, 1.0);\r
- }\r
- else if (renderState == 2) {\r
- vec4 result = vec4(0, 0, 0, 1);\r
- for (int i = 0; i < 13; i++) {\r
- vec2 sampleCoords = UV + samplePositions[i] * vec2(1.0/screenWidth, 1.0/screenHeight);\r
- //vec4 sample = texture(irradianceTexture, sampleCoords)\r
- // * texture(shadowmapTexture, sampleCoords);\r
- vec4 sample = texture(irradianceTexture, sampleCoords);\r
- vec4 weight = vec4(sampleWeights[i], 1);\r
- result += sample * weight;\r
- }\r
- FragColor = result;\r
- }\r
- else if (renderState == 3) {\r