166 lines
		
	
	
		
			5.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			166 lines
		
	
	
		
			5.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
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| 
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| #version 430 core
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| out vec4 FragColor;
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| 
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| struct Material {
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|     sampler2D diffuse;
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|     sampler2D specular;
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|     float shininess;
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| }; 
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| 
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| struct DirLight {
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|     vec3 direction;
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| 	
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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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| 
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| struct PointLight {
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|     vec3 position;
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|     
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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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|     vec3 ambient;
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|     vec3 diffuse;
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|     vec3 specular;
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| };
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| 
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| struct SpotLight {
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|     vec3 position;
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|     vec3 direction;
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|     float cutOff;
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|     float outerCutOff;
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|   
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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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|     vec3 ambient;
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|     vec3 diffuse;
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|     vec3 specular;       
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| };
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| 
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| #define NR_POINT_LIGHTS 4
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| 
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| in vec3 FragPos;
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| in vec3 Normal;
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| in vec2 TexCoords;
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| 
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| 
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| uniform int fragHasTexture;
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| 
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| uniform vec3 viewPos;
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| uniform DirLight dirLight;
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| uniform PointLight pointLights[NR_POINT_LIGHTS];
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| uniform SpotLight spotLight;
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| uniform Material material;
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| 
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| // function prototypes
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| vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir);
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| vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
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| vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
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| 
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| void main()
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| {    
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|     // properties
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|     vec3 norm = normalize(Normal);
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|     vec3 viewDir = normalize(viewPos - FragPos);
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|     
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|     // == =====================================================
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|     // Our lighting is set up in 3 phases: directional, point lights and an optional flashlight
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|     // For each phase, a calculate function is defined that calculates the corresponding color
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|     // per lamp. In the main() function we take all the calculated colors and sum them up for
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|     // this fragment's final color.
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|     // == =====================================================
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|     // phase 1: directional lighting
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|     vec3 result = CalcDirLight(dirLight, norm, viewDir);
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|     // phase 2: point lights
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|     //for(int i = 0; i < NR_POINT_LIGHTS; i++)
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|     //    result += CalcPointLight(pointLights[i], norm, FragPos, viewDir);    
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|     // phase 3: spot light
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|     //result += CalcSpotLight(spotLight, norm, FragPos, viewDir);    
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|     
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|     FragColor = vec4(result, 1.0);
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| }
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| 
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| // calculates the color when using a directional light.
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| vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
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| {
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|     vec3 lightDir = normalize(-light.direction);
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|     // diffuse shading
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|     float diff = max(dot(normal, lightDir), 0.0);
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|     // specular shading
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|     vec3 reflectDir = reflect(-lightDir, normal);
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|     float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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|     // combine results
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|     vec3 ambient = vec3(1.0,1.0,1.0);
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|     vec3 diffuse = vec3(1.0,1.0,1.0);
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|     vec3 specular = vec3(1.0,1.0,1.0);
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|     if(fragHasTexture == 1){
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|         ambient = light.ambient;// * vec3(texture(material.diffuse, TexCoords));
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|         diffuse = light.diffuse * diff;// * vec3(texture(material.diffuse, TexCoords));
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|         specular = light.specular * spec;// * vec3(texture(material.specular, TexCoords));
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|     } else {
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|         ambient = light.ambient;// * vec3(texture(material.diffuse, TexCoords));
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|         diffuse = light.diffuse * diff;// * vec3(texture(material.diffuse, TexCoords));
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|         specular = light.specular * spec;// * vec3(texture(material.specular, TexCoords));
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|     }
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|     //vec3 ambient = light.ambient;// * vec3(texture(material.diffuse, TexCoords));
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|     //vec3 diffuse = light.diffuse * diff;// * vec3(texture(material.diffuse, TexCoords));
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|     //vec3 specular = light.specular * spec;// * vec3(texture(material.specular, TexCoords));
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|     return (ambient + diffuse);// + specular);
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| }
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| 
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| // calculates the color when using a point light.
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| vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
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| {
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|     vec3 lightDir = normalize(light.position - fragPos);
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|     // diffuse shading
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|     float diff = max(dot(normal, lightDir), 0.0);
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|     // specular shading
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|     vec3 reflectDir = reflect(-lightDir, normal);
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|     float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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|     // attenuation
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|     float distance = length(light.position - fragPos);
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|     float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));    
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|     // combine results
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|     vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
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|     vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
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|     vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
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|     ambient *= attenuation;
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|     diffuse *= attenuation;
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|     specular *= attenuation;
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|     return (ambient + diffuse + specular);
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| }
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| 
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| // calculates the color when using a spot light.
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| vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
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| {
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|     vec3 lightDir = normalize(light.position - fragPos);
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|     // diffuse shading
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|     float diff = max(dot(normal, lightDir), 0.0);
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|     // specular shading
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|     vec3 reflectDir = reflect(-lightDir, normal);
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|     float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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|     // attenuation
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|     float distance = length(light.position - fragPos);
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|     float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));    
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|     // spotlight intensity
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|     float theta = dot(lightDir, normalize(-light.direction)); 
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|     float epsilon = light.cutOff - light.outerCutOff;
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|     float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);
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|     // combine results
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|     vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
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|     vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
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|     vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
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|     ambient *= attenuation * intensity;
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|     diffuse *= attenuation * intensity;
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|     specular *= attenuation * intensity;
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|     return (ambient + diffuse + specular);
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| }
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| 
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