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toonshader.frag
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toonshader.frag
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#version 330 core
// This is a sample fragment shader.
struct Material {
vec3 ambient;
vec3 diffuse;
vec3 specular;
float shininess;
};
struct DirLight {
vec3 direction;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform DirLight dirLight;
uniform int on;
uniform Material material;
uniform mat4 view;
uniform vec3 cam_pos;
uniform vec3 cam_look_at;
uniform int toggle_toon;
// Inputs to the fragment shader are the outputs of the same name from the vertex shader.
// Note that you do not have access to the vertex shader's default output, gl_Position.
in vec3 FragPos;
in vec3 Normal;
// You can output many things. The first vec4 type output determines the color of the fragment
out vec4 color;
void main()
{
if (on == 0) { // Toon shading toggle
vec3 norm = normalize(Normal);
vec3 l = normalize(dirLight.direction);
/*
float e_x = -view[3][0];
float e_y = -view[3][1];
float e_z = -view[3][2];
*/
//vec3 viewPos = vec3(cam_pos.x, cam_pos.y, cam_pos.z);
//vec3 viewDir = normalize(viewPos - FragPos);
vec3 viewDir = normalize(FragPos - cam_pos);
vec3 result = material.ambient;
// Diffuse switch
if (toggle_toon == 1) {
float diffuse = max(0.0f, dot(norm, l));
if (diffuse > 0.75f) {
result = result * 0.9f;
}
else if (diffuse > 0.5f) {
result = result * 0.8f; // 0.6
}
else if (diffuse > 0.25f) {
result = result * 0.7f; // 0.4
}
else {
result = result * 0.6f; // 0.3
}
}
// Output
color = vec4(result.r, result.g, result.b, 1.0f);
}
else {
color = vec4(material.ambient.r, material.ambient.g, material.ambient.b, 1.0f);
}
}