improved model loading and added model component
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@@ -2,10 +2,8 @@
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#version 450 core
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layout(location = 0) in vec3 a_Position;
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layout(location = 1) in vec4 a_Color;
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layout(location = 2) in vec3 a_Normal;
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layout(location = 3) in vec2 a_TexCoord;
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layout(location = 4) in int a_EntityID;
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layout(location = 1) in vec3 a_Normal;
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layout(location = 2) in vec2 a_TexCoord;
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layout(std140, binding = 0) uniform Camera
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{
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@@ -20,25 +18,20 @@ layout(std140, binding = 1) uniform Transform
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struct VertexOutput
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{
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vec4 Color;
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vec2 TexCoord;
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vec3 Normal;
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vec3 ViewPos;
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};
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layout (location = 0) out VertexOutput Output;
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layout (location = 4) out flat int v_EntityID;
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layout (location = 5) out vec4 v_Pos;
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void main()
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{
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Output.Color = a_Color;
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Output.TexCoord = a_TexCoord;
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Output.Normal = mat3(transpose(inverse(u_Transform))) * a_Normal;
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Output.ViewPos = u_ViewPosition;
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v_EntityID = a_EntityID;
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v_Pos = u_Transform * vec4(a_Position, 1.0);
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gl_Position = u_ViewProjection * v_Pos;
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}
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@@ -49,9 +42,22 @@ void main()
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layout (location = 0) out vec4 color;
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layout (location = 1) out int color2;
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layout (std140, binding = 2) uniform Material
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{
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vec4 u_Albedo;
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float u_Roughness;
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float u_Metallic;
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float u_AmbientStrength;
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float u_SpecularStrength;
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};
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layout(std140, binding = 3) uniform EditorID
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{
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int u_EntityID;
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};
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struct VertexOutput
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{
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vec4 Color;
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vec2 TexCoord;
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vec3 Normal;
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vec3 ViewPos;
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@@ -67,8 +73,7 @@ void main()
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vec3 lightColor = vec3(1.0f, 1.0f, 1.0f);
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// Ambiant lighting
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float ambientStrength = 0.8;
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vec3 ambient = ambientStrength * lightColor;
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vec3 ambient = lightColor * u_AmbientStrength;
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// Diffuse lighting
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vec3 norm = normalize(Input.Normal);
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@@ -78,16 +83,19 @@ void main()
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vec3 diffuse = diff * lightColor;
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// Specular highlight
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float specularStrength = 0.5;
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vec3 viewDir = normalize(Input.ViewPos - v_Pos.xyz); // .xyz here too
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
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vec3 specular = specularStrength * spec * lightColor;
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float shininess = mix(2.0, 256.0, 1.0 - u_Roughness);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), shininess);
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vec3 specularColor = mix(vec3(1.0), u_Albedo.rgb, u_Metallic);
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vec3 specular = u_SpecularStrength * spec * lightColor * specularColor;
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vec3 result = (ambient + diffuse + specular) * Input.Color.rgb; // objectColor → Input.Color.rgb
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// Total
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//vec3 result = (ambient + diffuse + specular) * Input.Color.rgb; // objectColor → Input.Color.rgb
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vec3 result = (ambient + diffuse + specular) * u_Albedo.rgb; // objectColor → Input.Color.rgb
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// Output
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color = vec4(result, 1.0); // vec3 → vec4
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color2 = v_EntityID;
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color = vec4(result, u_Albedo.w); // vec3 → vec4
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color2 = u_EntityID;
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}
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