#version 450 core #extension GL_ARB_shading_language_include : require #include "../../lib/lights.fs" //foliage.fs struct Material { sampler2D diffuse; sampler2D specular; float shininess; }; in vec3 FragPos; in vec3 ViewFragPos; in vec3 Normal; in vec2 TexCoord; in vec4 FragPosLightSpace; in vec3 normalRot1; in vec3 normalRot2; uniform dvec3 viewPos; // uniform DirLight dirLight; // uniform PointLight pointLights[NR_POINT_LIGHTS]; // uniform SpotLight spotLight; uniform Material material; //texture stuff // uniform sampler2D ourTexture; uniform int hasTransparency; // uniform sampler2D specularTexture; uniform mat4 view; /** The output */ out vec4 FragColor; // function prototypes float easeIn(float interpolator); float easeOut(float interpolator); void main(){ //basic vars float heightPercent = TexCoord.y; //calculate color vec3 baseColor = vec3(0.05,0.2,0.01); vec3 tipColor = vec3(0.25,0.45,0); vec3 textureColor = mix(baseColor,tipColor,easeIn(heightPercent)); //mix normals float normalMix = TexCoord.x; float normalMultiplier = -(1.0 + -2.0 * int(gl_FrontFacing)); vec3 norm = normalize(mix(normalRot1,normalRot2,normalMix) * normalMultiplier); // vec3 norm = normalize(Normal * normalMultiplier); vec3 viewDir = normalize(vec3(viewPos) - FragPos); //grab light intensity vec3 lightIntensity = vec3(calcLightIntensityTotal(norm)); //get color of base texture // vec3 textureColor = vec3((norm.x + 1) / 2.0, norm.y, 1.0 - (norm.x + 1) / 2.0); // vec3 textureColor = vec3(TexCoord,1.0); // vec3 textureColor = vec3(0.17647,0.4,0.09411);//texture(material.diffuse, TexCoord).rgb; //shadow float shadow = ShadowCalculation(FragPosLightSpace, normalize(-directLight.direction), norm); // //point light calculations uint clusterIndex = findCluster(ViewFragPos, zNear, zFar); uint pointLightCount = clusters[clusterIndex].count; for(int i = 0; i < pointLightCount; i++){ uint pointLightIndex = clusters[clusterIndex].lightIndices[i]; PointLight pointLight = pointLight[pointLightIndex]; lightIntensity = lightIntensity + CalcPointLight(pointLight, norm, FragPos, viewDir); } //error checking on light clusters if(pointLightCount > MAX_LIGHTS_PER_CLUSTER){ FragColor = vec4(1.0f,0.0f,0.0f,1); return; } //calculate final color vec3 finalColor = textureColor * lightIntensity;// * max(shadow,0.4); // vec3 lightAmount = CalcDirLight(norm, viewDir); // for(int i = 0; i < NR_POINT_LIGHTS; i++){ // lightAmount += CalcPointLight(i, norm, FragPos, viewDir); // } //this final calculation is for transparency FragColor = vec4(finalColor, 1.0);//texture(ourTexture, TexCoord);//vec4(result, 1.0); } float easeIn(float interpolator){ return interpolator * interpolator; } float easeOut(float interpolator){ return 1 - easeIn(1 - interpolator); }