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

35 lines
636 B
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;
uniform sampler2D diffuse, position, texcoord, normal, depth;
vec4 directionalLight(Light light) {
return vec4(0,0,0,0);
}
vec4 calculateLighting(Light light) {
vec4 result = vec4(0,0,0,0);
switch(light.type) {
case DIRECTIONAL: {
result = directionalLight(light);
}
default: {
result = vec4(1,1,1,1);
}
}
return result;
}
void main() {
FragColor = texture(diffuse, outTexCoords) * calculateLighting(outLight);
}