78 lines
No EOL
2.6 KiB
GLSL
78 lines
No EOL
2.6 KiB
GLSL
#version 150
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//precision highp float;
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uniform mat4 transform;
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uniform sampler2D materialTex;
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uniform float materialShininess;
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uniform vec3 materialSpecularColor;
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uniform vec3 cameraPosition;
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#define MAX_LIGHTS 10
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uniform int numLights;
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uniform struct Light {
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vec4 position;
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vec3 intensities; //a.k.a the color of the light
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float attenuation;
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float ambientCoefficient;
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float coneAngle;
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vec3 coneDirection;
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} allLights[MAX_LIGHTS];
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in vec2 fragTexCoord;
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in vec3 fragNormal;
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in vec3 fragVert;
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out vec4 finalColor;
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vec3 ApplyLight(Light light, vec3 surfaceColor, vec3 normal, vec3 surfacePos, vec3 surfaceToCamera) {
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vec3 surfaceToLight;
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float attenuation = 1.0;
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if(light.position.w == 0.0) {
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//directional light
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surfaceToLight = normalize(light.position.xyz);
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attenuation = 1.0; //no attenuation for directional lights
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} else {
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//point light
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surfaceToLight = normalize(light.position.xyz - surfacePos);
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float distanceToLight = length(light.position.xyz - surfacePos);
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attenuation = 1.0 / (1.0 + light.attenuation * pow(distanceToLight, 2));
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//cone restrictions (affects attenuation)
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float lightToSurfaceAngle = degrees(acos(dot(-surfaceToLight, normalize(light.coneDirection))));
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if(lightToSurfaceAngle > light.coneAngle){
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attenuation = 0.0;
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}
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}
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//ambient
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vec3 ambient = light.ambientCoefficient * surfaceColor.rgb * light.intensities;
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//diffuse
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float diffuseCoefficient = max(0.0, dot(normal, surfaceToLight));
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vec3 diffuse = diffuseCoefficient * surfaceColor.rgb * light.intensities;
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//specular
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float specularCoefficient = 0.0;
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if(diffuseCoefficient > 0.0)
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specularCoefficient = pow(max(0.0, dot(surfaceToCamera, reflect(-surfaceToLight, normal))), materialShininess);
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vec3 specular = specularCoefficient * materialSpecularColor * light.intensities;
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//linear color (color before gamma correction)
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return ambient + attenuation*(diffuse + specular);
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}
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void main() {
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vec3 normal = normalize(transpose(inverse(mat3(transform))) * fragNormal);
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vec3 surfacePos = vec3(transform * vec4(fragVert, 1));
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vec4 surfaceColor = texture(materialTex, fragTexCoord);
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vec3 surfaceToCamera = normalize(cameraPosition - surfacePos);
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//combine color from all the lights
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vec3 linearColor = vec3(0);
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for(int i = 0; i < numLights; ++i){
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linearColor += ApplyLight(allLights[i], surfaceColor.rgb, normal, surfacePos, surfaceToCamera);
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}
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//final color (after gamma correction)
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vec3 gamma = vec3(1.0/2.2);
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finalColor = vec4(pow(linearColor, gamma), surfaceColor.a);
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} |