learnopengl/shaders/frag.glsl

112 lines
4.1 KiB
GLSL

#version 330 core
#define POINT_LIGHT_COUNT 4
struct Material {
sampler2D diffuse1;
sampler2D specular1;
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.diffuse1, 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.specular1, 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.diffuse1, 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.specular1, 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.diffuse1, uv_coords));
vec3 ambient = light.ambient * diff_tex;
vec3 diffuse = light.diffuse * (diff * diff_tex) * intensity;
vec3 specular = light.specular * (spec * vec3(texture(material.specular1, uv_coords))) * intensity;
return ambient + diffuse + specular;
}