| @ -0,0 +1,79 @@ | |||
| #version 120 | |||
| // Input vertex attributes (from vertex shader) | |||
| varying vec3 fragPosition; | |||
| varying vec2 fragTexCoord; | |||
| varying vec4 fragColor; | |||
| varying vec3 fragNormal; | |||
| // Input uniform values | |||
| uniform sampler2D texture0; | |||
| uniform vec4 colDiffuse; | |||
| // NOTE: Add here your custom variables | |||
| #define MAX_LIGHTS 4 | |||
| #define LIGHT_DIRECTIONAL 0 | |||
| #define LIGHT_POINT 1 | |||
| struct MaterialProperty { | |||
| vec3 color; | |||
| int useSampler; | |||
| sampler2D sampler; | |||
| }; | |||
| 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 = texture2D(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; | |||
| } | |||
| } | |||
| vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0))); | |||
| finalColor += texelColor*(ambient/10.0); | |||
| // Gamma correction | |||
| gl_FragColor = pow(finalColor, vec4(1.0/2.2)); | |||
| } | |||