63 lines
1.5 KiB
GLSL
63 lines
1.5 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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#include "../../lib/material.fs"
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//proceduraltree.fs
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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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uniform vec3 viewPos;
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uniform Material material;
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uniform mat4 view;
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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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void main(){
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vec3 norm = normalize(Normal);
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vec3 viewDir = normalize(viewPos - FragPos);
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//grab light intensity
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vec3 lightIntensity = vec3(calcLightIntensityTotal(norm));
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//get color of base texture
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vec3 textureColor = texture(material.diffuse, TexCoord).rgb;
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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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//point light calculations
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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,0.0f,0.0f,1);
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return;
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}
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//calculate final color
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vec3 finalColor = textureColor * lightIntensity;
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//this final calculation is for transparency
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FragColor = vec4(finalColor, texture(material.diffuse, TexCoord).a);
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}
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