138 lines
No EOL
3.7 KiB
GLSL
138 lines
No EOL
3.7 KiB
GLSL
#version 330 core
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// Implements the Phong lighting model with respect to materials and lighting materials
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// Structs
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struct Material {
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vec3 diffuse;
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vec3 specular;
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float shininess;
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};
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struct DirLight {
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vec3 direction;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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};
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struct PointLight {
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vec3 position;
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// vec3 direction;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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float constant;
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float linear;
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float quadratic;
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};
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const int FaceRight = 0;
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const int FaceTop = 1;
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const int FaceBack = 2;
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const int FaceLeft = 3;
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const int FaceBottom = 4;
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const int FaceFront = 5;
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// I/O
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in vec3 vPos;
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in vec3 lPos;
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in vec3 vNormal;
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in vec3 lNormal;
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flat in int vSurfaceZ;
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out vec4 FragColor;
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#define NR_POINT_LIGHTS 4
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uniform vec3 viewPos;
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uniform PointLight pointLights[NR_POINT_LIGHTS];
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uniform int numPointLights;
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uniform DirLight sunLight;
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uniform Material material;
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uniform sampler2DArray studs;
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uniform float transparency;
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uniform vec3 texScale;
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// Functions
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vec3 calculateDirectionalLight(DirLight light);
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vec3 calculatePointLight(PointLight light);
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mat3 lookAlong(vec3 pos, vec3 forward, vec3 up);
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// Main
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void main() {
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vec3 result = vec3(0.0);
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result += calculateDirectionalLight(sunLight);
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for (int i = 0; i < numPointLights; i++) {
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result += calculatePointLight(pointLights[i]);
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}
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vec3 otherVec = abs(dot(lNormal, vec3(0, 1, 0))) > 0.99 ? vec3(0, 0, 1)
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: abs(dot(lNormal, vec3(0, 0, 1))) > 0.99 ? vec3(1, 0, 0)
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: vec3(0, 1, 0);
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// We use abs(lNormal) so opposing sides "cut" from the same side
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mat3 transform = transpose(inverse(lookAlong(vec3(0, 0, 0), abs(lNormal), otherVec)));
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vec2 texCoords = vec2((transform * lPos) * (transform * texScale) / 2) - vec2(mod((transform * texScale) / 4, 1));
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vec4 studPx = texture(studs, vec3(texCoords, vSurfaceZ));
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FragColor = vec4(mix(result, vec3(studPx), studPx.w), 1) * (1-transparency);
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}
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mat3 lookAlong(vec3 pos, vec3 forward, vec3 up) {
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vec3 f = normalize(forward); // Forward/Look
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vec3 u = normalize(up); // Up
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vec3 s = normalize(cross(f, u)); // Right
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u = normalize(cross(s, f));
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return mat3(s, u, f);
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}
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vec3 calculateDirectionalLight(DirLight light) {
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// Calculate diffuse
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vec3 norm = normalize(vNormal);
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vec3 lightDir = normalize(-light.direction);
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float diff = max(dot(norm, lightDir), 0.0);
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// Calculate specular
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vec3 viewDir = normalize(viewPos - vPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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vec3 ambient = light.ambient * material.diffuse;
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vec3 diffuse = light.diffuse * diff * material.diffuse;
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vec3 specular = light.specular * spec * material.specular;
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return (ambient + diffuse + specular);
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}
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vec3 calculatePointLight(PointLight light) {
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// Calculate ambient light
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// Calculate diffuse light
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vec3 norm = normalize(vNormal);
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vec3 lightDir = normalize(light.position - vPos);
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float diff = max(dot(norm, lightDir), 0.0);
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// Calculate specular
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vec3 viewDir = normalize(viewPos - vPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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// Calculate attenuation
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float distance = length(light.position - vPos);
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float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
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vec3 ambient = light.ambient * material.diffuse;
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vec3 diffuse = light.diffuse * diff * material.diffuse;
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vec3 specular = light.specular * spec * material.specular;
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return (ambient + diffuse + specular) * attenuation;
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} |