106 lines
2.9 KiB
GLSL
106 lines
2.9 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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//foliage.fs
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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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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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in vec3 normalRot1;
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in vec3 normalRot2;
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uniform dvec3 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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//texture stuff
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// uniform sampler2D ourTexture;
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uniform int hasTransparency;
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// uniform sampler2D specularTexture;
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uniform vec3 baseColor;
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uniform vec3 tipColor;
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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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// function prototypes
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float easeIn(float interpolator);
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float easeOut(float interpolator);
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void main(){
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//basic vars
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float heightPercent = TexCoord.y;
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//calculate color
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vec3 textureColor = mix(baseColor,tipColor,easeIn(heightPercent));
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//mix normals
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float normalMix = TexCoord.x;
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float normalMultiplier = -(1.0 + -2.0 * int(gl_FrontFacing));
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vec3 norm = normalize(mix(normalRot1,normalRot2,normalMix) * normalMultiplier);
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// vec3 norm = normalize(Normal * normalMultiplier);
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vec3 viewDir = normalize(vec3(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 = vec3((norm.x + 1) / 2.0, norm.y, 1.0 - (norm.x + 1) / 2.0);
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// vec3 textureColor = vec3(TexCoord,1.0);
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// vec3 textureColor = vec3(0.17647,0.4,0.09411);//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;// * max(shadow,0.4);
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// vec3 lightAmount = CalcDirLight(norm, viewDir);
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// for(int i = 0; i < NR_POINT_LIGHTS; i++){
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// lightAmount += CalcPointLight(i, norm, FragPos, viewDir);
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// }
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//this final calculation is for transparency
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FragColor = vec4(finalColor, 1.0);//texture(ourTexture, TexCoord);//vec4(result, 1.0);
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}
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float easeIn(float interpolator){
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return interpolator * interpolator;
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}
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float easeOut(float interpolator){
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return 1 - easeIn(1 - interpolator);
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} |