Initital shader lighting support

This commit is contained in:
2019-12-08 20:05:48 -06:00
parent af19166af2
commit ff1d34deec
5 changed files with 30 additions and 28 deletions

View File

@@ -5,6 +5,8 @@ in vec3 outColor;
in vec4 outNormal;
in vec3 outUV;
in float outTextureID;
in vec3 outLightPos;
in vec3 outFragPos;
// optimizing compilers are annoying at this stage of my understanding of GLSL
vec4 lokiVar;
@@ -12,5 +14,13 @@ vec4 lokiVar;
void main() {
lokiVar = vec4(outColor, 1.0) + outNormal + vec4(outUV, 1.0) + vec4(outTextureID, 1.0, 1.0, 1.0);
lokiVar = normalize(lokiVar);
gl_FragColor = vec4(outColor, 1.0);
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;
gl_FragColor = vec4(result, 1.0);
}

View File

@@ -12,11 +12,15 @@ out vec4 outNormal;
out vec3 outUV;
out float outTextureID;
out float outHasTexture;
out vec3 outLightPos;
out vec3 outFragPos;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
uniform int hasTexture;
uniform vec3 lightPos;
void main() {
// projection * view * model * position
@@ -26,6 +30,9 @@ void main() {
outUV = inUV;
outTextureID = inTextureID;
outHasTexture = hasTexture;
outLightPos = lightPos;
outFragPos = vec3(model * vec4(inPosition, 1.0));
gl_Position = projection * view * model * vec4(inPosition, 1.0);
}