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			71 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			71 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 450 core
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| #extension GL_ARB_shading_language_include : require
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| #include "./lib/lights.fs"
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| 
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| //Shaders/FragmentShader.fs
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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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| in vec3 FragPos;
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| in vec3 ViewFragPos;
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| in vec3 Normal;
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| in vec2 TexCoord;
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| in vec4 FragPosLightSpace;
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| 
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| 
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| uniform dvec3 viewPos;
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| uniform Material material;
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| 
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| /**
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| The color to apply to the model
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| */
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| uniform vec3 color;
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| 
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| /**
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| The output
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| */
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| out vec4 FragColor;
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| 
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| void main(){
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|     if(texture(material.diffuse, TexCoord).a < FRAGMENT_ALPHA_CUTOFF){
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|         discard;
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|     }
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|     vec3 norm = normalize(Normal);
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|     vec3 viewDir = normalize(vec3(viewPos) - FragPos);
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|     
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|     //grab light intensity
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|     vec3 lightIntensity = vec3(calcLightIntensityTotal(norm));
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| 
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|     //get color of base texture
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|     vec3 textureColor = texture(material.diffuse, TexCoord).rgb;
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| 
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|     //shadow
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|     float shadow = ShadowCalculation(FragPosLightSpace, normalize(-directLight.direction), -norm);
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| 
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|     //
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|     //point light calculations
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|     vec3 lightAmount = vec3(0);
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|     uint clusterIndex = findCluster(ViewFragPos, zNear, zFar);
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|     uint pointLightCount = clusters[clusterIndex].count;
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|     for(int i = 0; i < pointLightCount; i++){
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|         uint pointLightIndex = clusters[clusterIndex].lightIndices[i];
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|         PointLight pointLight = pointLight[pointLightIndex];
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|         lightIntensity = lightIntensity + CalcPointLight(pointLight, norm, FragPos, viewDir);
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|     }
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|     //error checking on light clusters
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|     if(pointLightCount > MAX_LIGHTS_PER_CLUSTER){
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|         FragColor = vec4(1.0f,0,0,1.0f);
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|         return;
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|     }
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| 
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|     //calculate final color
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|     vec3 finalColor = textureColor * lightIntensity * max(shadow,0.4);
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| 
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|     //this final calculation is for transparency
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|     FragColor = vec4(finalColor, texture(material.diffuse, TexCoord).a);//texture(ourTexture, TexCoord);//vec4(result, 1.0);
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| }
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