DoorNroll/assets/shaders/lighting.fs

78 lines
2 KiB
GLSL

#version 330
// Input vertex attributes (from vertex shader)
in vec3 fragPosition;
in vec2 fragTexCoord;
in vec4 fragColor;
in vec3 fragNormal;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
#define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0
#define LIGHT_POINT 1
struct Light {
int enabled;
int type;
vec3 position;
vec3 target;
vec4 color;
};
uniform Light lights[MAX_LIGHTS];
uniform vec4 ambient;
uniform vec3 viewPos;
void main()
{
vec4 texelColor = texture(texture0, fragTexCoord);
if (texelColor.a < 0.1) discard;
vec3 normal = normalize(fragNormal);
vec3 viewD = normalize(viewPos - fragPosition);
vec3 lightTotal = ambient.rgb;
vec3 specularTotal = vec3(0.0);
for (int i = 0; i < MAX_LIGHTS; i++)
{
if (lights[i].enabled == 1)
{
vec3 lightDir = vec3(0.0);
float attenuation = 1.0;
if (lights[i].type == LIGHT_DIRECTIONAL)
{
lightDir = -normalize(lights[i].target - lights[i].position);
}
else // LIGHT_POINT
{
vec3 lightVec = lights[i].position - fragPosition;
float dist = length(lightVec);
lightDir = normalize(lightVec);
attenuation = 1.0 / (1.0 + 0.10 * dist + 0.03 * dist * dist);
}
float NdotL = max(dot(normal, lightDir), 0.0);
lightTotal += lights[i].color.rgb * NdotL * attenuation;
if (NdotL > 0.0)
{
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewD, reflectDir), 0.0), 16.0);
specularTotal += lights[i].color.rgb * spec * attenuation * 0.25;
}
}
}
vec4 tint = colDiffuse * fragColor;
vec3 result = (texelColor.rgb * tint.rgb) * lightTotal + specularTotal;
finalColor = vec4(result, texelColor.a * tint.a);
}