Added assimp version requirement as default debian version doesn't support pbr by defualt
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2 changed files with 6 additions and 4 deletions
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@ -26,6 +26,10 @@ find_package(GLEW REQUIRED)
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find_package(GLM REQUIRED)
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find_package(GLM REQUIRED)
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find_package(assimp REQUIRED)
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find_package(assimp REQUIRED)
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if (assimp_VERSION VERSION_LESS "5.1")
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message(FATAL_ERROR "Assimp ${assimp_VERSION} out of date, Assimp 5.1.0 or newer is required!")
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endif()
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include_directories(
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include_directories(
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${SDL2_INCLUDE_DIRS}
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${SDL2_INCLUDE_DIRS}
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${SDL2_IMAGE_DIRS}
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${SDL2_IMAGE_DIRS}
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@ -29,8 +29,6 @@ uniform sampler2D texture_diffuse3;
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uniform sampler2D texture_specular1;
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uniform sampler2D texture_specular1;
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uniform sampler2D texture_specular2;
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uniform sampler2D texture_specular2;
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uniform sampler2D ourTexture;
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// PBR functions from learnOpenGL.com
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// PBR functions from learnOpenGL.com
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const float PI = 3.14159265359;
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const float PI = 3.14159265359;
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@ -74,7 +72,7 @@ float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
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void main()
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void main()
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{
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{
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albedo = vec3(texture(texture_diffuse1, ourTexCoord));
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//albedo = vec3(texture(texture_diffuse1, ourTexCoord));
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// Establish ambient lighting
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// Establish ambient lighting
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float ambientStrength = 0.1;
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float ambientStrength = 0.1;
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@ -87,7 +85,7 @@ void main()
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vec3 V = normalize(CameraPos - WorldPos);
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vec3 V = normalize(CameraPos - WorldPos);
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vec3 Lo = vec3(0.0f);
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vec3 Lo = vec3(0.0f);
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//TODO: Loop through this block for the number of lights
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//TODO: Loop through the code up to ambient definition for each light
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vec3 L = normalize(lightPosition - WorldPos);
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vec3 L = normalize(lightPosition - WorldPos);
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vec3 H = normalize(V - L);
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vec3 H = normalize(V - L);
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float distance = length(lightPosition - WorldPos);
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float distance = length(lightPosition - WorldPos);
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