53 lines
1.0 KiB
GLSL
53 lines
1.0 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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//Shaders/FragmentShader.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 dvec3 viewPos;
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uniform Material material;
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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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The output
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*/
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out vec4 FragColor;
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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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// Calculate the light to apply
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vec3 light = getTotalLight(
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material,
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TexCoord,
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vec3(viewPos.xyz),
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FragPosLightSpace,
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ViewFragPos,
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FragPos,
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norm,
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viewDir
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);
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//calculate final color
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vec3 finalColor = material.albedo * light;
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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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