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@ -8,12 +8,18 @@ in vec3 fragNormal; |
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out vec4 finalColor; |
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uniform sampler2D texture0; |
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uniform sampler2D texture1; |
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uniform sampler2D texture2; |
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uniform vec4 colTint; |
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uniform vec4 colAmbient; |
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uniform vec4 colDiffuse; |
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uniform vec4 colSpecular; |
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uniform float glossiness; |
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uniform int useNormal; |
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uniform int useSpecular; |
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uniform mat4 modelMatrix; |
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uniform vec3 viewDir; |
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@ -24,7 +30,7 @@ struct Light { |
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vec3 direction; |
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vec4 diffuse; |
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float intensity; |
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float attenuation; |
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float radius; |
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float coneAngle; |
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}; |
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@ -32,27 +38,27 @@ const int maxLights = 8; |
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uniform int lightsCount; |
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uniform Light lights[maxLights]; |
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vec3 CalcPointLight(Light l, vec3 n, vec3 err">v) |
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vec3 CalcPointLight(Light l, vec3 n, vec3 nf">v, float s) |
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{ |
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vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1)); |
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vec3 surfaceToLight = l.position - surfacePos; |
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// Diffuse shading |
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float brightness = clamp(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n)), 0, 1); |
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float diff = 1.0/dot(surfaceToLight/l.attenuation, surfaceToLight/l.attenuation)*brightness*l.intensity; |
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float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity; |
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// Specular shading |
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float spec = 0.0; |
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if (diff > 0.0) |
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{ |
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vec3 h = normalize(-l.direction + v); |
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spec = pow(dot(n, h), 3 + glossiness); |
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spec = pow(dot(n, h), 3 + glossiness)*s; |
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} |
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return (diff*l.diffuse.rgb*colDiffuse.rgb + spec*colSpecular.rgb); |
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} |
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vec3 CalcDirectionalLight(Light l, vec3 n, vec3 err">v) |
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vec3 CalcDirectionalLight(Light l, vec3 n, vec3 nf">v, float s) |
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{ |
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vec3 lightDir = normalize(-l.direction); |
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@ -64,14 +70,14 @@ vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v) |
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if (diff > 0.0) |
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{ |
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vec3 h = normalize(lightDir + v); |
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spec = pow(dot(n, h), 3 + glossiness); |
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spec = pow(dot(n, h), 3 + glossiness)*s; |
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} |
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// Combine results |
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return (diff*l.intensity*l.diffuse.rgb*colDiffuse.rgb + spec*colSpecular.rgb); |
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} |
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vec3 CalcSpotLight(Light l, vec3 n, vec3 err">v) |
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vec3 CalcSpotLight(Light l, vec3 n, vec3 nf">v, float s) |
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{ |
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vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1)); |
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vec3 lightToSurface = normalize(surfacePos - l.position); |
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@ -95,7 +101,7 @@ vec3 CalcSpotLight(Light l, vec3 n, vec3 v) |
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if (diffAttenuation > 0.0) |
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{ |
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vec3 h = normalize(lightDir + v); |
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spec = pow(dot(n, h), 3 + glossiness); |
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spec = pow(dot(n, h), 3 + glossiness)*s; |
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} |
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return falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb); |
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@ -104,9 +110,10 @@ vec3 CalcSpotLight(Light l, vec3 n, vec3 v) |
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void main() |
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{ |
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// Calculate fragment normal in screen space |
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// NOTE: important to multiply model matrix by fragment normal to apply model transformation (rotation and scale) |
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mat3 normalMatrix = transpose(inverse(mat3(modelMatrix))); |
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vec3 normal = normalize(normalMatrix*fragNormal); |
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// Normalize normal and view direction vectors |
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vec3 n = normalize(normal); |
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vec3 v = normalize(viewDir); |
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@ -115,6 +122,17 @@ void main() |
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vec4 texelColor = texture(texture0, fragTexCoord); |
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vec3 lighting = colAmbient.rgb; |
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// Calculate normal texture color fetching or set to maximum normal value by default |
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if(useNormal == 1) |
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{ |
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n *= texture(texture1, fragTexCoord).rgb; |
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n = normalize(n); |
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} |
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// Calculate specular texture color fetching or set to maximum specular value by default |
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float spec = 1.0; |
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if(useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r); |
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for (int i = 0; i < lightsCount; i++) |
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{ |
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// Check if light is enabled |
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@ -123,14 +141,14 @@ void main() |
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// Calculate lighting based on light type |
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switch (lights[i].type) |
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{ |
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case 0: lighting += CalcPointLight(lights[i], n, v); break; |
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case 1: lighting += CalcDirectionalLight(lights[i], n, v); break; |
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case 2: lighting += CalcSpotLight(lights[i], n, v); break; |
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case 0: lighting += CalcPointLight(lights[i], n, v, spec); break; |
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case 1: lighting += CalcDirectionalLight(lights[i], n, v, spec); break; |
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case 2: lighting += CalcSpotLight(lights[i], n, v, spec); break; |
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default: break; |
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} |
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} |
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} |
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// Calculate final fragment color |
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finalColor = vec4(texelColor.rgb*lighting, texelColor.a); |
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finalColor = vec4(texelColor.rgb*lighting*colTint.rgb, texelColor.a*colTint.a); |
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} |