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- #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;
-
- // NOTE: Add here your custom variables
-
- #define MAX_LIGHTS 4
- #define LIGHT_DIRECTIONAL 0
- #define LIGHT_POINT 1
-
- struct Light {
- int enabled;
- int type;
- vec3 position;
- vec3 target;
- vec4 color;
- };
-
- // Input lighting values
- uniform Light lights[MAX_LIGHTS];
- uniform vec4 ambient;
- uniform vec3 viewPos;
-
- void main()
- {
- // Texel color fetching from texture sampler
- //vec4 texelColor = texture(texture0, fragTexCoord);
- vec3 lightDot = vec3(0.0);
- vec3 normal = normalize(fragNormal);
- vec3 viewD = normalize(viewPos - fragPosition);
- vec3 specular = vec3(0.0);
-
- // NOTE: Implement here your fragment shader code
-
- for (int i = 0; i < MAX_LIGHTS; i++)
- {
- if (lights[i].enabled == 1)
- {
- vec3 light = vec3(0.0);
-
- if (lights[i].type == LIGHT_DIRECTIONAL)
- {
- light = -normalize(lights[i].target - lights[i].position);
- }
-
- if (lights[i].type == LIGHT_POINT)
- {
- light = normalize(lights[i].position - fragPosition);
- }
-
- float NdotL = max(dot(normal, light), 0.0);
- lightDot += lights[i].color.rgb*NdotL;
-
- float specCo = 0.0;
- if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // 16 refers to shine
- specular += specCo;
- }
- }
-
- finalColor = (fragColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
- finalColor += fragColor*(ambient/10.0)*colDiffuse;
-
- // Gamma correction
- finalColor = pow(finalColor, vec4(1.0/2.2));
- }
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