Renderer/assets/Shaders/entities/fluid2/fluid2.fs
austin ddb1145cb8
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break out shader material into dedicated lib file
2025-05-19 11:36:29 -04:00

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1.4 KiB
GLSL

#version 450 core
#extension GL_ARB_shading_language_include : require
#include "../../lib/lights.fs"
#include "../../lib/material.fs"
in vec3 FragPos;
in vec3 Normal;
in vec2 texPlane1;
in vec2 texPlane2;
in vec2 texPlane3;
in vec4 FragPosLightSpace;
uniform dvec3 viewPos;
uniform Material material;
out vec4 FragColor;
// function prototypes
vec3 getColor(vec2 texPlane1, vec2 texPlane2, vec2 texPlane3, vec3 normal, Material material);
void main(){
vec3 norm = normalize(Normal);
vec3 viewDir = normalize(vec3(viewPos) - FragPos);
//grab light intensity
float lightIntensity = calcLightIntensityTotal(norm);
//get color of base texture
vec3 textureColor = vec3(0.6, 0.92, 0.92);//getColor(texPlane1, texPlane2, texPlane3, norm, material);
//shadow
float shadow = ShadowCalculation(FragPosLightSpace, normalize(-directLight.direction), norm);
//calculate final color
vec3 finalColor = textureColor * lightIntensity * max(shadow,0.4);
//this final calculation is for transparency
FragColor = vec4(finalColor, 0.2);
}
vec3 getColor(vec2 texPlane1, vec2 texPlane2, vec2 texPlane3, vec3 normal, Material material){
vec3 weights = abs(normal);
vec3 albedoX = texture(material.diffuse, texPlane1).rgb;
vec3 albedoY = texture(material.diffuse, texPlane2).rgb;
vec3 albedoZ = texture(material.diffuse, texPlane3).rgb;
return (albedoX * weights.x + albedoY * weights.y + albedoZ * weights.z);
}