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@ -1,150 +0,0 @@ |
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#version 100 |
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precision mediump float; |
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varying vec3 fragPosition; |
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varying vec2 fragTexCoord; |
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varying vec4 fragColor; |
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varying vec3 fragNormal; |
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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 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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struct Light { |
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int enabled; |
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int type; |
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vec3 position; |
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vec3 direction; |
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vec4 diffuse; |
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float intensity; |
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float radius; |
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float coneAngle; |
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}; |
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const int maxLights = 8; |
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uniform Light lights[maxLights]; |
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vec3 CalcPointLight(Light l, vec3 n, vec3 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.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)*s; |
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} |
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return (diff*l.diffuse.rgb + spec*colSpecular.rgb); |
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} |
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vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v, float s) |
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{ |
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vec3 lightDir = normalize(-l.direction); |
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// Diffuse shading |
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float diff = clamp(dot(n, lightDir), 0.0, 1.0)*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(lightDir + v); |
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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 + spec*colSpecular.rgb); |
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} |
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vec3 CalcSpotLight(Light l, vec3 n, vec3 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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vec3 lightDir = normalize(-l.direction); |
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// Diffuse shading |
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float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity; |
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// Spot attenuation |
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float attenuation = clamp(dot(n, lightToSurface), 0.0, 1.0); |
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attenuation = dot(lightToSurface, -lightDir); |
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float lightToSurfaceAngle = degrees(acos(attenuation)); |
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if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0; |
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float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle; |
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// Combine diffuse and attenuation |
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float diffAttenuation = diff*attenuation; |
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// Specular shading |
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float spec = 0.0; |
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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)*s; |
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} |
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return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb)); |
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} |
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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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// Calculate diffuse texture color fetching |
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vec4 texelColor = texture2D(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 *= texture2D(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(texture2D(texture2, fragTexCoord).r); |
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for (int i = 0; i < maxLights; i++) |
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{ |
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// Check if light is enabled |
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if (lights[i].enabled == 1) |
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{ |
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// Calculate lighting based on light type |
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if(lights[i].type == 0) lighting += CalcPointLight(lights[i], n, v, spec); |
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else if(lights[i].type == 1) lighting += CalcDirectionalLight(lights[i], n, v, spec); |
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else if(lights[i].type == 2) lighting += CalcSpotLight(lights[i], n, v, spec); |
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} |
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} |
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// Calculate final fragment color |
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gl_FragColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); |
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} |