Files
fall-fever/res/shaders/basic.fs
2020-09-06 22:53:17 +02:00

75 lines
2.1 KiB
GLSL

#version 330 core
layout(location = 0) out vec4 f_color;
in vec3 v_normal;
in vec2 v_texCoord;
in vec3 v_fragmentPosition;
struct Material {
sampler2D texture_diffuse0;
sampler2D texture_diffuse1;
sampler2D texture_specular0;
sampler2D texture_specular1;
float shininess;
};
uniform Material u_material;
struct Light {
vec3 position;
vec3 direction;
float innerCutOff;
float outerCutOff;
vec3 ambient;
vec3 diffuse;
vec3 specular;
float K_c;
float K_l;
float K_q;
};
uniform Light u_light;
uniform mat3 u_normalMatrix;
uniform vec3 u_viewPosition;
void main() {
vec3 vecLightToFragment = u_light.position - v_fragmentPosition;
vec3 lightDir = normalize(vecLightToFragment);
//vec3 lightDir = normalize(-u_light.direction);
// Diffuse lighting
vec3 diffuseColor0 = vec3(texture(u_material.texture_diffuse0, v_texCoord));
vec3 normal = normalize(u_normalMatrix * v_normal);
float diff = max(dot(normal, lightDir), 0.0f);
vec3 diffuse = u_light.diffuse * diff * diffuseColor0;
// Ambient lighting
vec3 ambient = u_light.ambient * diffuseColor0;
// Specular lighting
vec3 viewDir = normalize(u_viewPosition - v_fragmentPosition);
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0f), u_material.shininess);
vec3 specular = u_light.specular * spec * vec3(texture(u_material.texture_specular0, v_texCoord));
float distanceLightFragment = length(vecLightToFragment);
float attenuation = 1.0f / (u_light.K_c + u_light.K_l * distanceLightFragment + u_light.K_q * distanceLightFragment * distanceLightFragment);
ambient *= attenuation;
diffuse *= attenuation;
specular *= attenuation;
float theta = dot(lightDir, normalize(-u_light.direction));
float epsilon = u_light.innerCutOff - u_light.outerCutOff;
float intensity = clamp((theta - u_light.outerCutOff) / epsilon, 0.0f, 1.0f);
diffuse *= intensity;
specular *= intensity;
f_color = vec4(ambient + diffuse + specular, 1.0f);
}