119 lines
2.9 KiB
GLSL
119 lines
2.9 KiB
GLSL
#version 330 core
|
|
|
|
// Implements the Phong lighting model with respect to materials and lighting materials
|
|
|
|
// Structs
|
|
|
|
struct Material {
|
|
vec3 diffuse;
|
|
vec3 specular;
|
|
float shininess;
|
|
};
|
|
|
|
struct DirLight {
|
|
vec3 direction;
|
|
vec3 ambient;
|
|
vec3 diffuse;
|
|
vec3 specular;
|
|
};
|
|
|
|
struct PointLight {
|
|
vec3 position;
|
|
// vec3 direction;
|
|
vec3 ambient;
|
|
vec3 diffuse;
|
|
vec3 specular;
|
|
|
|
float constant;
|
|
float linear;
|
|
float quadratic;
|
|
};
|
|
|
|
const int FaceRight = 0;
|
|
const int FaceTop = 1;
|
|
const int FaceBack = 2;
|
|
const int FaceLeft = 3;
|
|
const int FaceBottom = 4;
|
|
const int FaceFront = 5;
|
|
|
|
// I/O
|
|
|
|
in vec3 vPos;
|
|
in vec3 vNormal;
|
|
in vec2 vTexCoords;
|
|
flat in int vSurfaceZ;
|
|
|
|
out vec4 FragColor;
|
|
|
|
#define NR_POINT_LIGHTS 4
|
|
|
|
uniform vec3 viewPos;
|
|
uniform PointLight pointLights[NR_POINT_LIGHTS];
|
|
uniform int numPointLights;
|
|
uniform DirLight sunLight;
|
|
uniform Material material;
|
|
uniform sampler2DArray studs;
|
|
uniform float transparency;
|
|
|
|
// Functions
|
|
|
|
vec3 calculateDirectionalLight(DirLight light);
|
|
vec3 calculatePointLight(PointLight light);
|
|
|
|
|
|
// Main
|
|
|
|
void main() {
|
|
vec3 result = vec3(0.0);
|
|
|
|
result += calculateDirectionalLight(sunLight);
|
|
|
|
for (int i = 0; i < numPointLights; i++) {
|
|
result += calculatePointLight(pointLights[i]);
|
|
}
|
|
|
|
vec4 studPx = texture(studs, vec3(vTexCoords, vSurfaceZ));
|
|
FragColor = vec4(mix(result, vec3(studPx), studPx.w), 1) * (1-transparency);
|
|
}
|
|
|
|
vec3 calculateDirectionalLight(DirLight light) {
|
|
// Calculate diffuse
|
|
vec3 norm = normalize(vNormal);
|
|
vec3 lightDir = normalize(-light.direction);
|
|
float diff = max(dot(norm, lightDir), 0.0);
|
|
|
|
// Calculate specular
|
|
vec3 viewDir = normalize(viewPos - vPos);
|
|
vec3 reflectDir = reflect(-lightDir, norm);
|
|
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
|
|
|
vec3 ambient = light.ambient * material.diffuse;
|
|
vec3 diffuse = light.diffuse * diff * material.diffuse;
|
|
vec3 specular = light.specular * spec * material.specular;
|
|
|
|
return (ambient + diffuse + specular);
|
|
}
|
|
|
|
vec3 calculatePointLight(PointLight light) {
|
|
// Calculate ambient light
|
|
|
|
// Calculate diffuse light
|
|
vec3 norm = normalize(vNormal);
|
|
vec3 lightDir = normalize(light.position - vPos);
|
|
float diff = max(dot(norm, lightDir), 0.0);
|
|
|
|
// Calculate specular
|
|
vec3 viewDir = normalize(viewPos - vPos);
|
|
vec3 reflectDir = reflect(-lightDir, norm);
|
|
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
|
|
|
// Calculate attenuation
|
|
float distance = length(light.position - vPos);
|
|
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
|
|
|
|
vec3 ambient = light.ambient * material.diffuse;
|
|
vec3 diffuse = light.diffuse * diff * material.diffuse;
|
|
vec3 specular = light.specular * spec * material.specular;
|
|
|
|
return (ambient + diffuse + specular) * attenuation;
|
|
} |