89 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			89 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
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| 
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| #version 450 core
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| 
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| 
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| /**
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| Bind points for different SSBOs
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| */
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| #define DIRECT_LIGHT_SSBO_BIND_POINT 3
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| 
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| /**
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| transparency
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| */
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| #define SMALL_EPSILON 0.001
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| 
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| /**
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| The direct global light
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| */
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| struct DirectLight {
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|     vec3 direction;
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|     vec3 color;
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| };
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| 
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| 
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| out vec4 FragColor;
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| 
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| layout(std430, binding = DIRECT_LIGHT_SSBO_BIND_POINT) restrict buffer dirLightSSBO {
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|     DirectLight directLight;
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| };
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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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| 
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| in vec3 FragPos;
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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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| uniform vec3 viewPos;
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| uniform Material material;
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| 
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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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| 
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| //light depth map
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| uniform sampler2D shadowMap;
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| 
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| // function prototypes
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| float calcLightIntensityTotal(vec3 normal);
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| 
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| 
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| void main(){
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|     if(hasTransparency == 1){
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|         if(texture(material.diffuse, TexCoord).a < 0.1){
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|             discard;
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|         }
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|     }
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|     vec4 textureColor = texture(material.diffuse, TexCoord);
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| 
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|     //grab light intensity
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|     vec3 norm = normalize(Normal);
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|     vec3 lightIntensity = vec3(calcLightIntensityTotal(norm));
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| 
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|     //calculate final color
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|     vec3 finalColor = textureColor.rgb * lightIntensity;
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|     FragColor = vec4(finalColor, textureColor.a);
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| }
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| 
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| float calcLightIntensityAmbient(){
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|     //calculate average of ambient light
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|     float avg = (directLight.color.x + directLight.color.y + directLight.color.z)/3.0;
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|     return avg;
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| }
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| 
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| //
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| float calcLightIntensityTotal(vec3 normal){
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|     //ambient intensity
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|     float ambientLightIntensity = calcLightIntensityAmbient();
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| 
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|     //sum
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|     float total = ambientLightIntensity;
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|     return total;
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| } |