mirror of
https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 15:42:35 +00:00
Fixed immediate mode lighting, improved-ish modern gl lighting
This commit is contained in:
@@ -1,26 +1,96 @@
|
||||
# version 330 core
|
||||
const int MAX_LIGHTS = 4;
|
||||
|
||||
struct Light {
|
||||
float end;
|
||||
float type;
|
||||
vec3 position;
|
||||
|
||||
vec3 diffuse;
|
||||
vec3 ambient;
|
||||
vec3 specular;
|
||||
|
||||
vec3 direction;
|
||||
|
||||
float intensity;
|
||||
};
|
||||
|
||||
|
||||
in vec3 outPosition;
|
||||
in vec3 outColor;
|
||||
in vec4 outNormal;
|
||||
in vec3 outUV;
|
||||
in float outTextureID;
|
||||
in vec3 outLightPos;
|
||||
in Light outLights[MAX_LIGHTS];
|
||||
in float outTotalLights;
|
||||
in vec3 outFragPos;
|
||||
in vec3 outCameraPos;
|
||||
in vec3 outInverseNormal;
|
||||
|
||||
// optimizing compilers are annoying at this stage of my understanding of GLSL
|
||||
vec4 lokiVar;
|
||||
|
||||
// https://learnopengl.com/Lighting/Multiple-lights
|
||||
vec3 calculatePointLight(Light light) {
|
||||
vec3 viewDir = normalize(outCameraPos - outFragPos);
|
||||
vec3 lightDir = normalize(light.position - outFragPos);
|
||||
float diff = max(dot(vec3(outNormal), lightDir), 0.0);
|
||||
vec3 reflectDir = reflect(-lightDir, vec3(outNormal));
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 16.0);
|
||||
|
||||
float distance = length(light.position - outFragPos);
|
||||
float attenuation = 1.0 / (1.0 + 0.09 * distance +
|
||||
0.032 * (distance * distance));
|
||||
|
||||
vec3 ambient = light.ambient * outColor;
|
||||
vec3 diffuse = light.diffuse * outColor;
|
||||
vec3 specular = light.specular * spec * vec3(1.0, 1.0, 1.0);
|
||||
|
||||
ambient *= attenuation;
|
||||
diffuse *= attenuation;
|
||||
specular *= attenuation;
|
||||
|
||||
return (ambient + diffuse + specular);
|
||||
}
|
||||
|
||||
// https://learnopengl.com/Lighting/Basic-Lighting
|
||||
vec3 calculateBasicLight(Light light) {
|
||||
vec3 lightDir = normalize(light.position - outFragPos);
|
||||
|
||||
float ambientStrength = 0.25;
|
||||
vec3 ambient = ambientStrength * light.ambient;
|
||||
|
||||
float diff = max(dot(normalize(vec3(outNormal)), lightDir), 0.0);
|
||||
vec3 diffuse = diff * light.diffuse;
|
||||
|
||||
float specularStrength = 0.5;
|
||||
vec3 viewDir = normalize(outCameraPos - outFragPos);
|
||||
vec3 reflectDir = reflect(-lightDir, outInverseNormal);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
|
||||
vec3 specular = specularStrength * spec * light.specular;
|
||||
|
||||
return vec3(ambient + diffuse + specular);
|
||||
}
|
||||
|
||||
vec3 calculateLighting() {
|
||||
vec3 result = vec3(0.0, 0.0, 0.0);
|
||||
|
||||
for (int i = 0; i < min(int(outTotalLights), MAX_LIGHTS); i++) {
|
||||
if (int(outLights[i].type) == 0) {
|
||||
result += calculateBasicLight(outLights[i]);
|
||||
} else if (int(outLights[i].type) == 1) {
|
||||
result += calculateBasicLight(outLights[i]);
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void main() {
|
||||
lokiVar = vec4(outColor, 1.0) + outNormal + vec4(outUV, 1.0) + vec4(outTextureID, 1.0, 1.0, 1.0);
|
||||
lokiVar = normalize(lokiVar);
|
||||
|
||||
vec3 lightDir = normalize(outLightPos - outFragPos);
|
||||
vec3 ambient = vec3(0.5, 0.5, 0.35);
|
||||
float diffuse = max(dot(vec3(outNormal), lightDir), -0.2);
|
||||
vec3 specular = vec3(0, 0, 0);
|
||||
|
||||
vec3 result =(ambient + diffuse + specular) * outColor;
|
||||
vec3 result = calculateLighting() * outColor;
|
||||
|
||||
gl_FragColor = vec4(result, 1.0);
|
||||
}
|
||||
@@ -1,4 +1,19 @@
|
||||
# version 330 core
|
||||
const int MAX_LIGHTS = 4;
|
||||
|
||||
struct Light {
|
||||
float end;
|
||||
float type;
|
||||
vec3 position;
|
||||
|
||||
vec3 diffuse;
|
||||
vec3 ambient;
|
||||
vec3 specular;
|
||||
|
||||
vec3 direction;
|
||||
|
||||
float intensity;
|
||||
};
|
||||
|
||||
layout(location = 0) in vec3 inPosition;
|
||||
layout(location = 1) in vec3 inColor;
|
||||
@@ -12,14 +27,20 @@ out vec4 outNormal;
|
||||
out vec3 outUV;
|
||||
out float outTextureID;
|
||||
out float outHasTexture;
|
||||
out vec3 outLightPos;
|
||||
out Light outLights[MAX_LIGHTS];
|
||||
out float outTotalLights;
|
||||
out vec3 outFragPos;
|
||||
out vec3 outViewPos;
|
||||
out vec3 outCameraPos;
|
||||
out vec3 outInverseNormal;
|
||||
|
||||
uniform mat4 projection;
|
||||
uniform mat4 view;
|
||||
uniform mat4 model;
|
||||
uniform int hasTexture;
|
||||
uniform vec3 lightPos;
|
||||
uniform float totalLights;
|
||||
uniform Light lights[MAX_LIGHTS];
|
||||
uniform vec3 cameraPos;
|
||||
|
||||
|
||||
void main() {
|
||||
@@ -30,7 +51,10 @@ void main() {
|
||||
outUV = inUV;
|
||||
outTextureID = inTextureID;
|
||||
outHasTexture = hasTexture;
|
||||
outLightPos = lightPos;
|
||||
outLights = lights;
|
||||
outTotalLights = totalLights;
|
||||
outCameraPos = cameraPos;
|
||||
outInverseNormal = mat3(transpose(inverse(model))) * vec3(inNormal);
|
||||
|
||||
outFragPos = vec3(model * vec4(inPosition, 1.0));
|
||||
|
||||
|
||||
Reference in New Issue
Block a user