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@ -22,14 +22,14 @@ const int NR_LIGHTS = 4; |
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uniform Light lights[NR_LIGHTS]; |
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uniform vec3 viewPosition; |
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const float QUADRATIC = 0.032; |
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const float LINEAR = 0.09; |
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const float QUADRATIC = 0.35; |
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const float LINEAR = 0.15; |
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void main() { |
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vec3 fragPosition = texture(gPosition, texCoord).rgb; |
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vec3 normal = texture(gNormal, texCoord).rgb; |
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vec3 albedo = texture(gAlbedoSpec, texCoord).rgb; |
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float specular = pow(texture(gAlbedoSpec, texCoord).a,8.0); |
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float specular = texture(gAlbedoSpec, texCoord).a; |
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vec3 ambient = albedo * vec3(0.03f); |
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vec3 viewDirection = normalize(viewPosition - fragPosition); |
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@ -41,14 +41,14 @@ void main() { |
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vec3 diffuse = max(dot(normal, lightDirection), 0.0) * albedo * lights[i].color.xyz; |
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vec3 halfwayDirection = normalize(lightDirection + viewDirection); |
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float spec = pow(max(dot(normal, halfwayDirection), 0.0), 16.0); |
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vec3 specular = specular * spec * lights[i].color.xyz; |
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float spec = pow(max(dot(normal, halfwayDirection), 0.0), 32.0); |
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vec3 specular = vec3(0.1,0.1,0.1) + specular * spec * lights[i].color.xyz; |
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// Attenuation |
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float distance = length(lights[i].position - fragPosition); |
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float attenuation = 1.0 / (1.0 + LINEAR * distance + QUADRATIC * distance * distance); |
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diffuse *= attenuation; |
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specular *= attenuation; |
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specular *= attenuation*attenuation; |
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ambient += diffuse + specular; |
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} |
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