Added directional light type

This commit is contained in:
grayson committed 2021-09-04 20:59:27 -05:00
1 parent 5c10fdc1a4
commit f749b29c31
10 files changed
+66 -54

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@@ -14,17 +14,11 @@ struct Material {
};
struct Light {
//Directional = 1, Point = 2, Spotlight = 3
//Directional = 1, Point = 2
int type;
vec3 pos;
vec3 direction;
vec3 color;
float falloffConstant;
float falloffLinear;
float falloffQuad;
float cutoff;
float strength;
};
uniform sampler2D modelTexture;
@@ -48,18 +42,37 @@ void main() {
break;
}
vec3 norm = normalize(normals);
vec3 lightDir = normalize(light[i].pos - fragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = light[i].color * (diff * texColor.rgb);
if (light[i].type == 1) {
vec3 lightDir = normalize(-light[i].pos);
vec3 norm = normalize(normals);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = light[i].color * (diff * texColor.rgb) * light[i].strength;
vec3 viewDir = normalize(camera.pos - fragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess * 32.0f);
vec3 specular = light[i].color * spec;
vec3 viewDir = normalize(camera.pos - fragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess * 32.0f);
vec3 specular = light[i].color * spec * light[i].strength;
color += (ambient + diffuse + specular);
color += (ambient + diffuse + specular);
continue;
}
if (light[i].type == 2) {
vec3 lightDir = normalize(light[i].pos - fragPos);
vec3 norm = normalize(normals);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = light[i].color * (diff * texColor.rgb) * light[i].strength;
vec3 viewDir = normalize(camera.pos - fragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess * 32.0f);
vec3 specular = light[i].color * spec * (light[i].strength) / 8.0f;
float length = length(light[i].pos - fragPos);
float att = clamp(10.0 / length, 0.0, 1.0) * light[i].strength;
color += ((ambient + diffuse + specular) * att);
continue;
}
}
outColor = vec4(color, texColor.a);
}