Files
fall-fever/res/shaders/basic.frag
2020-09-17 14:32:33 +02:00

187 lines
5.3 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;
sampler2D texture_normal0;
sampler2D texture_normal1;
sampler2D texture_height0;
sampler2D texture_height1;
sampler2D texture_gloss0;
sampler2D texture_gloss1;
float shininess;
};
uniform Material u_material;
struct DirectionalLight {
bool isActive;
vec3 direction;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform DirectionalLight u_directionalLight;
struct PointLight {
bool isActive;
vec3 position;
float K_c;
float K_l;
float K_q;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
#define NUM_POINT_LIGHTS 16
uniform PointLight u_pointLight[NUM_POINT_LIGHTS];
struct SpotLight {
bool isActive;
vec3 position;
vec3 direction;
float innerCutOff;
float outerCutOff;
float K_c;
float K_l;
float K_q;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform SpotLight u_spotLight;
uniform mat3 u_normalMatrix;
uniform vec3 u_viewPosition;
vec3 directionalLightContribution(DirectionalLight light, vec3 normal, vec3 viewDir);
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);
vec3 normal = normalize(u_normalMatrix * v_normal);
vec3 viewDir = normalize(u_viewPosition - v_fragmentPosition);
fragmentColor += directionalLightContribution(u_directionalLight, normal, viewDir);
for(int i = 0; i < NUM_POINT_LIGHTS; i++) {
fragmentColor += pointLightContribution(u_pointLight[i], normal, v_fragmentPosition, viewDir);
}
//fragmentColor += spotLightContribution(u_spotLight, normal, v_fragmentPosition, viewDir);
f_color = vec4(fragmentColor, 1.0f);
}
vec3 directionalLightContribution(DirectionalLight light, vec3 normal, vec3 viewDir) {
// Only compute if light source is active
if(!light.isActive)
return vec3(0.0f);
vec3 lightDir = normalize(-light.direction);
vec3 ambient, diffuse, specular;
computeShading(light.ambient, light.diffuse, light.specular, lightDir, viewDir, normal, ambient, diffuse, specular);
return (ambient + diffuse + specular);
}
vec3 pointLightContribution(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir) {
// Only compute if light source is active
if(!light.isActive)
return vec3(0.0f);
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;
return (ambient + diffuse + specular);
}
vec3 spotLightContribution(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir) {
// Only compute if light source is active
if(!light.isActive)
return vec3(0.0f);
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);
vec4 diffuseTex = texture(u_material.texture_diffuse0, v_texCoord);
vec4 specularTex = texture(u_material.texture_specular0, v_texCoord);
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);
}