79 lines
2.0 KiB
GLSL
79 lines
2.0 KiB
GLSL
#version 330 core
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in vec2 texCoord;
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in vec3 normals;
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in vec3 fragPos;
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struct Camera {
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vec3 pos;
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};
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struct Material {
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float shininess;
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//Do I want a specular color here?
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};
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struct Light {
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//Directional = 1, Point = 2
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int type;
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vec3 pos;
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vec3 color;
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float strength;
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};
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uniform sampler2D modelTexture;
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uniform Camera camera;
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uniform Material material;
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uniform Light light[100];
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uniform int numberOfLights;
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out vec4 outColor;
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void main() {
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vec4 texColor = texture(modelTexture, texCoord);
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vec3 color = vec3(0.0);
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for (int i = 0; i < numberOfLights; i++) {
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float ambientStrength = 0.2f;
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vec3 ambient = ambientStrength * texColor.rgb;
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if (i == numberOfLights - 1 && numberOfLights == 1) {
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color += ambient;
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break;
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}
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if (light[i].type == 1) {
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vec3 lightDir = normalize(-light[i].pos);
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vec3 norm = normalize(normals);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = light[i].color * (diff * texColor.rgb) * light[i].strength;
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vec3 viewDir = normalize(camera.pos - fragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess * 32.0f);
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vec3 specular = light[i].color * spec * light[i].strength;
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color += (ambient + diffuse + specular);
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continue;
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}
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if (light[i].type == 2) {
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vec3 lightDir = normalize(light[i].pos - fragPos);
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vec3 norm = normalize(normals);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = light[i].color * (diff * texColor.rgb) * light[i].strength;
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vec3 viewDir = normalize(camera.pos - fragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess * 32.0f);
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vec3 specular = light[i].color * spec * (light[i].strength) / 8.0f;
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float length = length(light[i].pos - fragPos);
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float att = clamp(10.0 / length, 0.0, 1.0) * light[i].strength;
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color += ((ambient + diffuse + specular) * att);
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continue;
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}
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}
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outColor = vec4(color, texColor.a);
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}
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