Files
i-mic-fps/shaders/fragment/lighting.glsl
2020-07-19 09:42:55 -05:00

63 lines
1.4 KiB
GLSL

#version 330 core
out vec4 FragColor;
@include "light_struct"
const int DIRECTIONAL = 0;
const int POINT = 1;
const int SPOT = 2;
in vec2 outTexCoords;
flat in Light outLight[1];
uniform sampler2D diffuse, position, texcoord, normal, depth;
vec4 directionalLight(Light light) {
vec3 norm = normalize(texture(normal, outTexCoords).rgb);
vec3 diffuse_color = texture(diffuse, outTexCoords).rgb;
vec3 fragPos = texture(position, outTexCoords).rgb;
vec3 lightDir = normalize(light.position - fragPos);
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() {
FragColor = texture(diffuse, outTexCoords) * calculateLighting(outLight[0]);
}