#version 330 core #define POINT_LIGHT_COUNT 4 struct Material { sampler2D diffuse; sampler2D specular; float shininess; }; struct DirLight { vec3 direction; vec3 ambient; vec3 diffuse; vec3 specular; }; struct PointLight { vec3 position; vec3 ambient; vec3 diffuse; vec3 specular; float constant; float linear; float quadratic; }; struct SpotLight { vec3 position; vec3 direction; vec3 ambient; vec3 diffuse; vec3 specular; float cutoff; float outer_cutoff; }; in vec3 vert_normal; in vec3 frag_position; in vec2 uv_coords; out vec4 color; uniform Material material; uniform DirLight directional_light; uniform PointLight point_lights[POINT_LIGHT_COUNT]; uniform SpotLight spot_light; uniform vec3 camera_position; vec3 calc_dir_light(DirLight light, vec3 normal, vec3 view_direction); vec3 calc_point_light(PointLight light, vec3 normal, vec3 frag_position, vec3 view_direction); vec3 calc_spot_light(SpotLight light, vec3 normal, vec3 frag_position, vec3 view_direction); void main() { vec3 normal = normalize(vert_normal); vec3 view_direction = normalize(camera_position - frag_position); vec3 result = calc_dir_light(directional_light, normal, view_direction); for (int i = 0; i < POINT_LIGHT_COUNT; ++i) { result += calc_point_light(point_lights[i], normal, frag_position, view_direction); } result += calc_spot_light(spot_light, normal, frag_position, view_direction); color = vec4(result, 1.0); }; vec3 calc_dir_light(DirLight light, vec3 normal, vec3 view_direction) { vec3 light_direction = normalize(-light.direction); vec3 reflect_direction = reflect(-light_direction, normal); float diff = max(dot(normal, light_direction), 0.0); vec3 diff_tex = vec3(texture(material.diffuse, uv_coords)); float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess); vec3 ambient = light.ambient * diff_tex; vec3 diffuse = light.diffuse * (diff * diff_tex); vec3 specular = light.specular * (spec * vec3(texture(material.specular, uv_coords))); return ambient + diffuse + specular; } vec3 calc_point_light(PointLight light, vec3 normal, vec3 frag_position, vec3 view_direction) { vec3 light_direction = normalize(light.position - frag_position); vec3 reflect_direction = reflect(-light_direction, normal); float distance = length(light.position - frag_position); float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance)); float diff = max(dot(normal, light_direction), 0.0); vec3 diff_tex = vec3(texture(material.diffuse, uv_coords)); float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess); vec3 ambient = light.ambient * diff_tex * attenuation; vec3 diffuse = light.diffuse * (diff * diff_tex) * attenuation; vec3 specular = light.specular * (spec * vec3(texture(material.specular, uv_coords))) * attenuation; return ambient + diffuse + specular; } vec3 calc_spot_light(SpotLight light, vec3 normal, vec3 frag_position, vec3 view_direction) { vec3 light_direction = normalize(light.position - frag_position); vec3 reflect_direction = reflect(-light_direction, normal); float theta = dot(light_direction, normalize(-light.direction)); float epsilon = light.cutoff - light.outer_cutoff; float intensity = clamp((theta - light.outer_cutoff) / epsilon, 0.0, 1.0); float diff = max(dot(normal, light_direction), 0.0); float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess); vec3 diff_tex = vec3(texture(material.diffuse, uv_coords)); vec3 ambient = light.ambient * diff_tex; vec3 diffuse = light.diffuse * (diff * diff_tex) * intensity; vec3 specular = light.specular * (spec * vec3(texture(material.specular, uv_coords))) * intensity; return ambient + diffuse + specular; }