Renderer/assets/Shaders/FragmentShader.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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1.8 KiB
GLSL

#version 450 core
#extension GL_ARB_shading_language_include : require
#include "./lib/lights.fs"
#include "./lib/material.fs"
//Shaders/FragmentShader.fs
in vec3 FragPos;
in vec3 ViewFragPos;
in vec3 Normal;
in vec2 TexCoord;
in vec4 FragPosLightSpace;
uniform dvec3 viewPos;
uniform Material material;
/**
The color to apply to the model
*/
uniform vec3 color;
/**
The output
*/
out vec4 FragColor;
void main(){
if(texture(material.diffuse, TexCoord).a < FRAGMENT_ALPHA_CUTOFF){
discard;
}
vec3 norm = normalize(Normal);
vec3 viewDir = normalize(vec3(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
vec3 lightAmount = vec3(0);
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,0,0,1.0f);
return;
}
//calculate final color
vec3 finalColor = textureColor * lightIntensity * max(shadow,0.4);
//this final calculation is for transparency
FragColor = vec4(finalColor, texture(material.diffuse, TexCoord).a);//texture(ourTexture, TexCoord);//vec4(result, 1.0);
}