openblocks/assets/shaders/phong.fs

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No EOL
3.7 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 lPos;
in vec3 vNormal;
in vec3 lNormal;
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;
uniform vec3 texScale;
// Functions
vec3 calculateDirectionalLight(DirLight light);
vec3 calculatePointLight(PointLight light);
mat3 lookAlong(vec3 pos, vec3 forward, vec3 up);
// Main
void main() {
vec3 result = vec3(0.0);
result += calculateDirectionalLight(sunLight);
for (int i = 0; i < numPointLights; i++) {
result += calculatePointLight(pointLights[i]);
}
vec3 otherVec = abs(dot(lNormal, vec3(0, 1, 0))) > 0.99 ? vec3(0, 0, 1)
: abs(dot(lNormal, vec3(0, 0, 1))) > 0.99 ? vec3(1, 0, 0)
: vec3(0, 1, 0);
// We use abs(lNormal) so opposing sides "cut" from the same side
mat3 transform = transpose(inverse(lookAlong(vec3(0, 0, 0), abs(lNormal), otherVec)));
vec2 texCoords = vec2((transform * lPos) * (transform * texScale) / 2) - vec2(mod((transform * texScale) / 4, 1));
vec4 studPx = texture(studs, vec3(texCoords, vSurfaceZ));
FragColor = vec4(mix(result, vec3(studPx), studPx.w), 1) * (1-transparency);
}
mat3 lookAlong(vec3 pos, vec3 forward, vec3 up) {
vec3 f = normalize(forward); // Forward/Look
vec3 u = normalize(up); // Up
vec3 s = normalize(cross(f, u)); // Right
u = normalize(cross(s, f));
return mat3(s, u, f);
}
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;
}