better light
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@@ -17,43 +17,68 @@ public class PieceShader extends ShaderProgram {
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uniform mat4 projectionMatrix;
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uniform mat4 viewMatrix;
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uniform mat4 modelTransform;
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uniform vec3 lightPosition = vec3(0, 1, 0);
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uniform vec3 lightPosition = vec3(0, 10, 0);
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out vec3 toLightVector;
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out vec3 toCameraVector;
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out vec3 surfaceNormal;
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void main(void){
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vec4 worldPos = modelTransform * vec4(position, 1.0);
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toLightVector = lightPosition - worldPos.xyz;
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surfaceNormal = (modelTransform * vec4(normal, 0.0)).xyz;
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vec4 modelPos = modelTransform * vec4(position, 1.0);
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vec4 globalNormal = modelTransform * vec4(normal, 1.0);
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gl_Position = projectionMatrix * viewMatrix * worldPos;
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gl_Position = projectionMatrix * viewMatrix * modelPos;
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vec3 camPos = (inverse(viewMatrix) * vec4(0.0, 0.0, 0.0, 1.0)).xyz;
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toLightVector = lightPosition - modelPos.xyz;
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toCameraVector = camPos - position;
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surfaceNormal = normalize(globalNormal.xyz);
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}
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""";
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private static String fragmentShader = """
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#version 330
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in vec3 toLightVector;
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in vec3 toCameraVector;
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in vec3 surfaceNormal;
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uniform vec3 modelColor = vec3(1, 1, 1);
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uniform vec3 modelColor;
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out vec4 out_color;
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void main(void){
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const float shineDamper = 10.0;
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const float reflectivity = 1.0;
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float lightDistance = length(toLightVector);
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const vec3 attenuation = vec3(0.2, 0.1, 0.0);
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float attenuationFactor = attenuation.x + attenuation.y * lightDistance + attenuation.z * lightDistance * lightDistance;
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vec3 unitNormal = normalize(surfaceNormal);
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vec3 unitLightVector = normalize(toLightVector);
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vec3 unitCamVector = normalize(toCameraVector);
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float diffuse = max(0.5, dot(unitNormal, unitLightVector));
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vec3 lightDirection = -unitLightVector;
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vec3 reflectedLightDirection = reflect(lightDirection, unitNormal);
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float brightness = diffuse;
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float diffuse = max(0.2, dot(unitNormal, unitLightVector));
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out_color = vec4(modelColor, 1.0) * brightness;
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float specularFactor = max(0.0, dot(reflectedLightDirection, unitCamVector));
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float specular = pow(specularFactor, shineDamper) * reflectivity;
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float brightness = (diffuse + specular) / attenuationFactor;
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out_color = brightness * vec4(modelColor, 1.0);
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out_color.w = 1.0;
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}
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""";
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private int location_ProjectionMatrix = 0;
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