119 lines
4.2 KiB
GLSL
119 lines
4.2 KiB
GLSL
#version 330 core
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#define POINT_LIGHT_COUNT 4
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struct Material {
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sampler2D diffuse1;
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sampler2D specular1;
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float shininess;
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};
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struct DirLight {
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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 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 SpotLight {
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vec3 position;
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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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float cutoff;
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float outer_cutoff;
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};
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in VS_OUT {
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vec3 vert_normal;
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vec3 frag_position;
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vec2 uv_coords;
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} fs_in;
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uniform Material material;
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uniform DirLight directional_light;
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uniform PointLight point_lights[POINT_LIGHT_COUNT];
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uniform SpotLight spot_light;
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layout (std140) uniform Common {
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mat4 projection;
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mat4 view;
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vec3 camera_position;
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};
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vec3 calc_dir_light(DirLight light, vec3 normal, vec3 view_direction);
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vec3 calc_point_light(PointLight light, vec3 normal, vec3 frag_position, vec3 view_direction);
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vec3 calc_spot_light(SpotLight light, vec3 normal, vec3 frag_position, vec3 view_direction);
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out vec4 color;
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void main() {
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vec3 normal = normalize(fs_in.vert_normal);
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vec3 view_direction = normalize(fs_in.frag_position - camera_position);
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vec3 result = calc_dir_light(directional_light, normal, view_direction);
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for (int i = 0; i < POINT_LIGHT_COUNT; ++i) {
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result += calc_point_light(point_lights[i], normal, fs_in.frag_position, view_direction);
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}
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result += calc_spot_light(spot_light, normal, fs_in.frag_position, view_direction);
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color = vec4(result, 1.0);
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};
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vec3 calc_dir_light(DirLight light, vec3 normal, vec3 view_direction) {
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vec3 light_direction = normalize(-light.direction);
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vec3 reflect_direction = reflect(-light_direction, normal);
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float diff = max(dot(normal, light_direction), 0.0);
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vec3 diff_tex = vec3(texture(material.diffuse1, fs_in.uv_coords));
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float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess);
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vec3 ambient = light.ambient * diff_tex;
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vec3 diffuse = light.diffuse * (diff * diff_tex);
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vec3 specular = light.specular * (spec * vec3(texture(material.specular1, fs_in.uv_coords)));
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return ambient + diffuse + specular;
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}
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vec3 calc_point_light(PointLight light, vec3 normal, vec3 frag_position, vec3 view_direction) {
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vec3 light_direction = normalize(light.position - frag_position);
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vec3 reflect_direction = reflect(-light_direction, normal);
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float distance = length(light.position - frag_position);
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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(normal, light_direction), 0.0);
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vec3 diff_tex = vec3(texture(material.diffuse1, fs_in.uv_coords));
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float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess);
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vec3 ambient = light.ambient * diff_tex * attenuation;
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vec3 diffuse = light.diffuse * (diff * diff_tex) * attenuation;
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vec3 specular = light.specular * (spec * vec3(texture(material.specular1, fs_in.uv_coords))) * attenuation;
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return ambient + diffuse + specular;
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}
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vec3 calc_spot_light(SpotLight light, vec3 normal, vec3 frag_position, vec3 view_direction) {
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vec3 light_direction = normalize(light.position - frag_position);
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vec3 reflect_direction = reflect(-light_direction, normal);
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float theta = dot(light_direction, normalize(-light.direction));
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float epsilon = light.cutoff - light.outer_cutoff;
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float intensity = clamp((theta - light.outer_cutoff) / epsilon, 0.0, 1.0);
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float diff = max(dot(normal, light_direction), 0.0);
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float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess);
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vec3 diff_tex = vec3(texture(material.diffuse1, fs_in.uv_coords));
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vec3 ambient = light.ambient * diff_tex;
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vec3 diffuse = light.diffuse * (diff * diff_tex) * intensity;
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vec3 specular = light.specular * (spec * vec3(texture(material.specular1, fs_in.uv_coords))) * intensity;
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return ambient + diffuse + specular;
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}
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