55 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			55 lines
		
	
	
		
			1.3 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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| 
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| //generic.fs
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| 
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| #define SMALL_EPSILON 0.0001
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| 
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| out vec4 FragColor;
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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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| 
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| uniform vec3 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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| 
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| 
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| void main(){
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|     
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|     vec3 norm = normalize(Normal);
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|     vec3 viewDir = normalize(viewPos - FragPos);
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|     
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|     //grab light intensity
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|     float lightIntensity = calcLightIntensityTotal(norm);
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| 
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|     if(texture(material.diffuse, TexCoord).a < SMALL_EPSILON){
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|         discard;
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|     }
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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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|     //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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| 
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|     //this final calculation is for transparency
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|     FragColor = vec4(finalColor, 1);//texture(ourTexture, TexCoord);//vec4(result, 1.0);
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| }
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