Renderer/assets/Shaders/instanced/generic/generic.fs
austin ddb1145cb8
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break out shader material into dedicated lib file
2025-05-19 11:36:29 -04:00

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1.3 KiB
GLSL

#version 450 core
#extension GL_ARB_shading_language_include : require
#include "../../lib/lights.fs"
#include "../../lib/material.fs"
//generic.fs
#define SMALL_EPSILON 0.0001
out vec4 FragColor;
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoord;
in vec4 FragPosLightSpace;
uniform vec3 viewPos;
// uniform DirLight dirLight;
// uniform PointLight pointLights[NR_POINT_LIGHTS];
// uniform SpotLight spotLight;
uniform Material material;
void main(){
vec3 norm = normalize(Normal);
vec3 viewDir = normalize(viewPos - FragPos);
//grab light intensity
float lightIntensity = calcLightIntensityTotal(norm);
if(texture(material.diffuse, TexCoord).a < SMALL_EPSILON){
discard;
}
//get color of base texture
vec3 textureColor = texture(material.diffuse, TexCoord).rgb;
//shadow
float shadow = ShadowCalculation(FragPosLightSpace, normalize(-directLight.direction), norm);
//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);//texture(ourTexture, TexCoord);//vec4(result, 1.0);
}