128 lines
3.9 KiB
GLSL
128 lines
3.9 KiB
GLSL
#version 430 core
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out vec4 FragColor;
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in vec3 Normal;
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in vec3 FragPos;
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in vec2 TexCoords;
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struct Material {
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sampler2D texture_diffuse1;
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sampler2D texture_specular1;
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float shininess;
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};
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struct PointLight {
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vec3 position;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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float constant;
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float linear;
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float quadratic;
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};
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struct DirectionalLight {
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vec3 direction;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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};
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struct SpotLight {
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vec3 position;
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vec3 direction;
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float cutOff;
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float outerCutOff;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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float constant;
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float linear;
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float quadratic;
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};
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#define POINT_LIGHTS_COUNT 4
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uniform Material material;
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uniform vec3 viewPos;
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uniform SpotLight spotLight;
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uniform DirectionalLight directionalLight;
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uniform PointLight pointLights[POINT_LIGHTS_COUNT];
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vec3 ComputeDirectionalLight(DirectionalLight light, vec3 norm, vec3 viewDir)
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{
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vec3 lightDir = normalize(-light.direction);
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vec3 reflectDir = reflect(-lightDir, norm);
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float diff = max(dot(norm, lightDir), 0.0);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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vec3 ambient = light.ambient * vec3(texture(material.texture_diffuse1, TexCoords));
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vec3 diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse1, TexCoords));
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vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, TexCoords));
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return (ambient + diffuse + specular);
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}
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vec3 ComputePointLight(PointLight light, vec3 norm, vec3 viewDir, vec3 fragPos)
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{
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float distance = length(light.position - fragPos);
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float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
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vec3 lightDir = normalize(light.position - fragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float diff = max(dot(norm, lightDir), 0.0);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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vec3 ambient = light.ambient * vec3(texture(material.texture_diffuse1, TexCoords));
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vec3 diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse1, TexCoords));
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vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, TexCoords));
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return (ambient * attenuation + diffuse * attenuation + specular * attenuation);
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}
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vec3 ComputeSpotLight(SpotLight light, vec3 norm, vec3 viewDir, vec3 fragPos) {
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vec3 lightDir = normalize(light.position - fragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float theta = dot(lightDir, normalize(-light.direction));
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float epsilon = light.cutOff - light.outerCutOff;
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float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);
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float distance = length(light.position - fragPos);
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float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
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float diff = max(dot(norm, lightDir), 0.0);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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vec3 ambient = light.ambient * vec3(texture(material.texture_diffuse1, TexCoords));
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vec3 diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse1, TexCoords));
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vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, TexCoords));
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// we leave ambient alone so there's always a little light
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return ((ambient * attenuation) + (diffuse * intensity * attenuation) + (specular * intensity * attenuation));
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}
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void main()
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{
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vec3 norm = normalize(Normal);
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 result = vec3(0.0);
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result += ComputeDirectionalLight(directionalLight, norm, viewDir);
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for (int i = 0; i < POINT_LIGHTS_COUNT; i++) {
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result += ComputePointLight(pointLights[i], norm, viewDir, FragPos);
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}
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result += ComputeSpotLight(spotLight, norm, viewDir, FragPos);
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FragColor = vec4(result, 1.0);
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}
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