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60 lines
1.4 KiB
60 lines
1.4 KiB
#version 330 core |
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in vec3 frag_pos; |
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in vec3 frag_normal; |
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in vec2 frag_uv; |
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out vec4 color; |
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layout (std140) uniform matrices |
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{ |
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mat4 view_xform; |
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mat4 proj_xform; |
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mat4 normal_xform; |
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}; |
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uniform mat4 node_xform; |
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uniform sampler2D sampler; |
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struct PointLight |
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{ |
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vec3 pos; |
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vec3 color; |
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float intensity; |
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}; |
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struct DirectionalLight |
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{ |
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vec3 direction; |
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vec3 color; |
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float intensity; |
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}; |
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// FIXME: probably want a buffer-backed UBO for lights in case we have more |
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// than one shader that does lighting calculations |
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//uniform PointLight lights[32]; |
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// FIXME: hard-coded values for testing |
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const DirectionalLight dl1 = |
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DirectionalLight(vec3(-2, 1, 3), vec3(1,1,1), 1); |
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const vec4 ambient_color = vec4(0.1, 0.1, 0.1, 1); |
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const PointLight pl1 = PointLight(vec3(-20, 10, 30), vec3(1, 1, 1), 800); |
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void main() |
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{ |
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#if 1 // directional light |
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vec3 light_direction = normalize(dl1.direction); |
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float diffuse_factor = clamp(dot(frag_normal, light_direction), 0, 1); |
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vec4 diffuse_color = dl1.intensity * vec4(dl1.color * diffuse_factor, 1); |
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#else // point light |
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vec3 light_direction = pl1.pos - frag_pos; |
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float len = length(light_direction); |
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light_direction = normalize(light_direction); |
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float diffuse_factor = dot(frag_normal, light_direction) / pow(len, 2); |
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diffuse_factor = clamp(diffuse_factor, 0, 1); |
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vec4 diffuse_color = pl1.intensity * vec4(pl1.color * diffuse_factor, 1); |
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#endif |
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color = (ambient_color + diffuse_color) * texture(sampler, frag_uv.st); |
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}
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