Renderer/assets/Shaders/instanced/proceduraltree/proceduraltree.fs
austin ddb1145cb8
All checks were successful
studiorailgun/Renderer/pipeline/head This commit looks good
break out shader material into dedicated lib file
2025-05-19 11:36:29 -04:00

63 lines
1.5 KiB
GLSL

#version 450 core
#extension GL_ARB_shading_language_include : require
#include "../../lib/lights.fs"
#include "../../lib/material.fs"
//proceduraltree.fs
in vec3 FragPos;
in vec3 ViewFragPos;
in vec3 Normal;
in vec2 TexCoord;
in vec4 FragPosLightSpace;
uniform vec3 viewPos;
uniform Material material;
uniform mat4 view;
/**
The output
*/
out vec4 FragColor;
void main(){
vec3 norm = normalize(Normal);
vec3 viewDir = normalize(viewPos - FragPos);
//grab light intensity
vec3 lightIntensity = vec3(calcLightIntensityTotal(norm));
//get color of base texture
vec3 textureColor = 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;
//this final calculation is for transparency
FragColor = vec4(finalColor, texture(material.diffuse, TexCoord).a);
}