Files
cyberarm_engine/assets/shaders/fragment/lighting.glsl

116 lines
2.7 KiB
GLSL

#version 330 core
@include "light_struct"
out vec4 frag_color;
const int DIRECTIONAL = 0;
const int POINT = 1;
const int SPOT = 2;
in vec2 out_tex_coords;
flat in int out_light_count;
flat in Light out_lights[7];
uniform sampler2D diffuse, position, texcoord, normal, depth;
vec4 directionalLight(Light light) {
vec3 norm = normalize(texture(normal, out_tex_coords).rgb);
vec3 diffuse_color = texture(diffuse, out_tex_coords).rgb;
vec3 frag_pos = texture(position, out_tex_coords).rgb;
vec3 lightDir = normalize(light.position - frag_pos);
float diff = max(dot(norm, lightDir), 0);
vec3 _ambient = light.ambient;
vec3 _diffuse = light.diffuse * diff;
vec3 _specular = light.specular;
return vec4(_diffuse + _ambient + _specular, 1.0);
}
void main() {
Light light;
light.type = DIRECTIONAL;
light.position = vec3(100, 100, 100);
light.diffuse = vec3(0.5, 0.5, 0.5);
light.ambient = vec3(0.8, 0.8, 0.8);
light.specular = vec3(0.2, 0.2, 0.2);
light.intensity = 1.0;
frag_color = texture(diffuse, out_tex_coords) * directionalLight(light);
}
// #version 330 core
// @include "light_struct"
// out vec4 frag_color;
// const int DIRECTIONAL = 0;
// const int POINT = 1;
// const int SPOT = 2;
// in vec2 out_tex_coords;
// flat in int out_light_count;
// flat in Light out_lights[7];
// uniform sampler2D diffuse, position, texcoord, normal, depth;
// vec4 directionalLight(Light light) {
// vec3 norm = normalize(texture(normal, out_tex_coords).rgb);
// vec3 diffuse_color = texture(diffuse, out_tex_coords).rgb;
// vec3 frag_pos = texture(position, out_tex_coords).rgb;
// vec3 lightDir = normalize(light.position - frag_pos);
// float diff = max(dot(norm, lightDir), 0);
// vec3 _ambient = light.ambient;
// vec3 _diffuse = light.diffuse * diff;
// vec3 _specular = light.specular;
// return vec4(_diffuse + _ambient + _specular, 1.0);
// }
// vec4 pointLight(Light light) {
// return vec4(0.25, 0.25, 0.25, 1);
// }
// vec4 spotLight(Light light) {
// return vec4(0.5, 0.5, 0.5, 1);
// }
// vec4 calculateLighting(Light light) {
// vec4 result;
// // switch(light.type) {
// // case DIRECTIONAL: {
// // result = directionalLight(light);
// // }
// // case SPOT: {
// // result = spotLight(light);
// // }
// // default: {
// // result = pointLight(light);
// // }
// // }
// if (light.type == DIRECTIONAL) {
// result = directionalLight(light);
// } else {
// result = pointLight(light);
// }
// return result;
// }
// void main() {
// frag_color = vec4(0.0);
// for(int i = 0; i < out_light_count; i++)
// {
// frag_color += texture(diffuse, out_tex_coords) * calculateLighting(out_lights[i]);
// }
// }