- #version 330
-
- in vec3 fragPosition;
- in vec2 fragTexCoord;
- in vec4 fragColor;
- in vec3 fragNormal;
-
- out vec4 finalColor;
-
- uniform sampler2D texture0;
- uniform sampler2D texture1;
- uniform sampler2D texture2;
-
- uniform vec4 colAmbient;
- uniform vec4 colDiffuse;
- uniform vec4 colSpecular;
- uniform float glossiness;
-
- uniform int useNormal;
- uniform int useSpecular;
-
- uniform mat4 modelMatrix;
- uniform vec3 viewDir;
-
- struct Light {
- int enabled;
- int type;
- vec3 position;
- vec3 direction;
- vec4 diffuse;
- float intensity;
- float radius;
- float coneAngle;
- };
-
- const int maxLights = 8;
- uniform int lightsCount;
- uniform Light lights[maxLights];
-
- vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s)
- {
- vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
- vec3 surfaceToLight = l.position - surfacePos;
-
- // Diffuse shading
- float brightness = clamp(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n)), 0, 1);
- float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;
-
- // Specular shading
- float spec = 0.0;
- if (diff > 0.0)
- {
- vec3 h = normalize(-l.direction + v);
- spec = pow(dot(n, h), 3 + glossiness)*s;
- }
-
- return (diff*l.diffuse.rgb + spec*colSpecular.rgb);
- }
-
- vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v, float s)
- {
- vec3 lightDir = normalize(-l.direction);
-
- // Diffuse shading
- float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;
-
- // Specular shading
- float spec = 0.0;
- if (diff > 0.0)
- {
- vec3 h = normalize(lightDir + v);
- spec = pow(dot(n, h), 3 + glossiness)*s;
- }
-
- // Combine results
- return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);
- }
-
- vec3 CalcSpotLight(Light l, vec3 n, vec3 v, float s)
- {
- vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
- vec3 lightToSurface = normalize(surfacePos - l.position);
- vec3 lightDir = normalize(-l.direction);
-
- // Diffuse shading
- float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;
-
- // Spot attenuation
- float attenuation = clamp(dot(n, lightToSurface), 0.0, 1.0);
- attenuation = dot(lightToSurface, -lightDir);
-
- float lightToSurfaceAngle = degrees(acos(attenuation));
- if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
-
- float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
-
- // Combine diffuse and attenuation
- float diffAttenuation = diff*attenuation;
-
- // Specular shading
- float spec = 0.0;
- if (diffAttenuation > 0.0)
- {
- vec3 h = normalize(lightDir + v);
- spec = pow(dot(n, h), 3 + glossiness)*s;
- }
-
- return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));
- }
-
- void main()
- {
- // Calculate fragment normal in screen space
- // NOTE: important to multiply model matrix by fragment normal to apply model transformation (rotation and scale)
- mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
- vec3 normal = normalize(normalMatrix*fragNormal);
-
- // Normalize normal and view direction vectors
- vec3 n = normalize(normal);
- vec3 v = normalize(viewDir);
-
- // Calculate diffuse texture color fetching
- vec4 texelColor = texture(texture0, fragTexCoord);
- vec3 lighting = colAmbient.rgb;
-
- // Calculate normal texture color fetching or set to maximum normal value by default
- if (useNormal == 1)
- {
- n *= texture(texture1, fragTexCoord).rgb;
- n = normalize(n);
- }
-
- // Calculate specular texture color fetching or set to maximum specular value by default
- float spec = 1.0;
- if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);
-
- for (int i = 0; i < lightsCount; i++)
- {
- // Check if light is enabled
- if (lights[i].enabled == 1)
- {
- // Calculate lighting based on light type
- switch (lights[i].type)
- {
- case 0: lighting += CalcPointLight(lights[i], n, v, spec); break;
- case 1: lighting += CalcDirectionalLight(lights[i], n, v, spec); break;
- case 2: lighting += CalcSpotLight(lights[i], n, v, spec); break;
- default: break;
- }
- }
- }
-
- // Calculate final fragment color
- finalColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a);
- }
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