Fixed immediate mode lighting, improved-ish modern gl lighting

This commit is contained in:
2019-12-09 11:48:54 -06:00
parent ff1d34deec
commit e4333a82b8
6 changed files with 146 additions and 27 deletions

View File

@@ -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));