Clean up fragment shader

This commit is contained in:
4VRDriver
2020-09-17 14:32:33 +02:00
parent ba5188e50b
commit ef3211fc9d

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@@ -71,6 +71,14 @@ vec3 directionalLightContribution(DirectionalLight light, vec3 normal, vec3 view
vec3 pointLightContribution(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
vec3 spotLightContribution(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
void computeShading(
vec3 light_ambient, vec3 light_diffuse, vec3 light_specular,
vec3 lightDir, vec3 viewDir, vec3 normal,
out vec3 ambient, out vec3 diffuse, out vec3 specular
);
float computeAttenuation(vec3 lightPos, vec3 fragPos, float K_c, float K_l, float K_q);
void main() {
vec3 fragmentColor = vec3(0.0f);
@@ -98,19 +106,8 @@ vec3 directionalLightContribution(DirectionalLight light, vec3 normal, vec3 view
vec3 lightDir = normalize(-light.direction);
// Diffuse shading
float diffuseShading = max(dot(normal, lightDir), 0.0f);
// Specular shading
vec3 reflectDir = reflect(-lightDir, normal);
float specularShading = pow(max(dot(viewDir, reflectDir), 0.0f), u_material.shininess);
vec4 diffuseTex = texture(u_material.texture_diffuse0, v_texCoord);
vec4 specularTex = texture(u_material.texture_specular0, v_texCoord);
vec3 ambient = light.ambient * vec3(diffuseTex);
vec3 diffuse = light.diffuse * diffuseShading * vec3(diffuseTex);
vec3 specular = light.specular * specularShading * vec3(specularTex);
vec3 ambient, diffuse, specular;
computeShading(light.ambient, light.diffuse, light.specular, lightDir, viewDir, normal, ambient, diffuse, specular);
return (ambient + diffuse + specular);
}
@@ -123,24 +120,10 @@ vec3 pointLightContribution(PointLight light, vec3 normal, vec3 fragPos, vec3 vi
vec3 lightDir = normalize(light.position - fragPos);
// Diffuse shading
float diffuseShading = max(dot(normal, lightDir), 0.0f);
// Specular shading
vec3 reflectDir = reflect(-lightDir, normal);
float specularShading = pow(max(dot(viewDir, reflectDir), 0.0f), u_material.shininess);
// Attenuation
float distanceLightFragment = length(light.position - fragPos);
float attenuation = 1.0f / (light.K_c + light.K_l * distanceLightFragment + light.K_q * distanceLightFragment * distanceLightFragment);
vec4 diffuseTex = texture(u_material.texture_diffuse0, v_texCoord);
vec4 specularTex = texture(u_material.texture_specular0, v_texCoord);
vec3 ambient = light.ambient * vec3(diffuseTex);
vec3 diffuse = light.diffuse * diffuseShading * vec3(diffuseTex);
vec3 specular = light.specular * specularShading * vec3(specularTex);
vec3 ambient, diffuse, specular;
computeShading(light.ambient, light.diffuse, light.specular, lightDir, viewDir, normal, ambient, diffuse, specular);
float attenuation = computeAttenuation(light.position, fragPos, light.K_c, light.K_l, light.K_q);
ambient *= attenuation;
diffuse *= attenuation;
specular *= attenuation;
@@ -156,34 +139,48 @@ vec3 spotLightContribution(SpotLight light, vec3 normal, vec3 fragPos, vec3 view
vec3 lightDir = normalize(light.position - fragPos);
vec3 ambient, diffuse, specular;
computeShading(light.ambient, light.diffuse, light.specular, lightDir, viewDir, normal, ambient, diffuse, specular);
float attenuation = computeAttenuation(light.position, fragPos, light.K_c, light.K_l, light.K_q);
ambient *= attenuation;
diffuse *= attenuation;
specular *= attenuation;
float theta = dot(lightDir, normalize(-light.direction));
float epsilon = light.innerCutOff - light.outerCutOff;
float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0f, 1.0f);
diffuse *= intensity;
specular *= intensity;
return (ambient + diffuse + specular);
}
void computeShading(
vec3 light_ambient, vec3 light_diffuse, vec3 light_specular,
vec3 lightDir, vec3 viewDir, vec3 normal,
out vec3 ambient, out vec3 diffuse, out vec3 specular) {
// Diffuse shading
float diffuseShading = max(dot(normal, lightDir), 0.0f);
// Specular shading
vec3 reflectDir = reflect(-lightDir, normal);
float specularShading = pow(max(dot(viewDir, reflectDir), 0.0f), u_material.shininess);
// Attenuation
float distanceLightFragment = length(light.position - fragPos);
float attenuation = 1.0f / (light.K_c + light.K_l * distanceLightFragment + light.K_q * distanceLightFragment * distanceLightFragment);
float theta = dot(lightDir, normalize(-light.direction));
float epsilon = light.innerCutOff - light.outerCutOff;
float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0f, 1.0f);
vec4 diffuseTex = texture(u_material.texture_diffuse0, v_texCoord);
vec4 specularTex = texture(u_material.texture_specular0, v_texCoord);
vec3 ambient = light.ambient * vec3(diffuseTex);
vec3 diffuse = light.diffuse * diffuseShading * vec3(diffuseTex);
vec3 specular = light.specular * specularShading * vec3(specularTex);
ambient = light_ambient * vec3(diffuseTex);
diffuse = light_diffuse * diffuseShading * vec3(diffuseTex);
specular = light_specular * specularShading * vec3(specularTex);
}
float computeAttenuation(vec3 lightPos, vec3 fragPos, float K_c, float K_l, float K_q) {
float distanceLightFragment = length(lightPos - fragPos);
return 1.0f / (K_c + K_l * distanceLightFragment + K_q * distanceLightFragment * distanceLightFragment);
diffuse *= intensity;
specular *= intensity;
ambient *= attenuation;
diffuse *= attenuation;
specular *= attenuation;
return (ambient + diffuse + specular);
}