Files
i-mic-fps/shaders/fragment/default.glsl

109 lines
3.0 KiB
GLSL

# version 330 core
@include "light_struct"
layout(location = 0) out vec3 fragPosition;
layout (location = 1) out vec4 fragColor;
layout (location = 2) out vec3 fragNormal;
layout (location = 3) out vec3 fragUV;
in vec3 outPosition;
in vec3 outColor;
in vec3 outNormal;
in vec3 outUV;
in float outTextureID;
in Light outLights[MAX_LIGHTS];
flat in int outTotalLights;
in vec3 outFragPos;
in vec3 outCameraPos;
flat in int outHasTexture;
flat in int outDisableLighting;
uniform sampler2D diffuse_texture;
// 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, outNormal);
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(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) + vec4(outNormal, 1.0) + vec4(outUV, 1.0) + vec4(outTextureID, 1.0, 1.0, 1.0);
lokiVar = normalize(lokiVar);
vec3 result;
if (outHasTexture == 0) {
if (outDisableLighting == 1.0) {
result = outColor + 0.25;
} else {
result = calculateLighting() * outColor;
}
} else {
if (outDisableLighting == 1.0) {
result = texture(diffuse_texture, outUV.xy).xyz + 0.25;
} else {
result = calculateLighting() * texture(diffuse_texture, outUV.xy).xyz;
}
}
fragPosition = outPosition;
fragColor = vec4(result, 1.0);
fragNormal = outNormal;
fragUV = outUV;
}