mirror of
https://github.com/IllusionMan1212/3dobs.git
synced 2026-10-24 10:12:35 +00:00
187 lines
5.5 KiB
GLSL
187 lines
5.5 KiB
GLSL
#version 330 core
|
|||
|
|
in vec3 fragNormals;
|
||
|
|
in vec3 fragPos;
|
||
|
|
in vec2 texCoords;
|
||
|
|
|
||
|
|
out vec4 FragColor;
|
||
|
|
|
||
|
|
struct Material {
|
||
|
|
sampler2D texture_diffuse1;
|
||
|
|
sampler2D texture_diffuse2;
|
||
|
|
sampler2D texture_diffuse3;
|
||
|
|
sampler2D texture_diffuse4;
|
||
|
|
sampler2D texture_diffuse5;
|
||
|
|
sampler2D texture_diffuse6;
|
||
|
|
sampler2D texture_diffuse7;
|
||
|
|
sampler2D texture_diffuse8;
|
||
|
|
sampler2D texture_diffuse9;
|
||
|
|
sampler2D texture_diffuse10;
|
||
|
|
sampler2D texture_diffuse11;
|
||
|
|
sampler2D texture_diffuse12;
|
||
|
|
sampler2D texture_diffuse13;
|
||
|
|
sampler2D texture_diffuse14;
|
||
|
|
sampler2D texture_diffuse15;
|
||
|
|
sampler2D texture_diffuse16;
|
||
|
|
sampler2D texture_specular1;
|
||
|
|
sampler2D texture_specular2;
|
||
|
|
sampler2D texture_specular3;
|
||
|
|
sampler2D texture_specular4;
|
||
|
|
sampler2D texture_specular5;
|
||
|
|
sampler2D texture_specular6;
|
||
|
|
sampler2D texture_specular7;
|
||
|
|
sampler2D texture_specular8;
|
||
|
|
sampler2D texture_specular9;
|
||
|
|
sampler2D texture_specular10;
|
||
|
|
sampler2D texture_specular11;
|
||
|
|
sampler2D texture_specular12;
|
||
|
|
sampler2D texture_specular13;
|
||
|
|
sampler2D texture_specular14;
|
||
|
|
sampler2D texture_specular15;
|
||
|
|
sampler2D texture_specular16;
|
||
|
|
|
||
|
|
vec3 ambient;
|
||
|
|
vec3 diffuse;
|
||
|
|
vec3 specular;
|
||
|
|
float shininess;
|
||
|
|
};
|
||
|
|
|
||
|
|
struct DirLight {
|
||
|
|
vec3 direction;
|
||
|
|
|
||
|
|
vec3 ambient;
|
||
|
|
vec3 diffuse;
|
||
|
|
vec3 specular;
|
||
|
|
};
|
||
|
|
|
||
|
|
struct PointLight {
|
||
|
|
vec3 position;
|
||
|
|
|
||
|
|
vec3 ambient;
|
||
|
|
vec3 diffuse;
|
||
|
|
vec3 specular;
|
||
|
|
|
||
|
|
float constant;
|
||
|
|
float linear;
|
||
|
|
float quadratic;
|
||
|
|
};
|
||
|
|
|
||
|
|
struct SpotLight {
|
||
|
|
vec3 position;
|
||
|
|
vec3 direction;
|
||
|
|
float cutOff;
|
||
|
|
float outerCutOff;
|
||
|
|
|
||
|
|
vec3 ambient;
|
||
|
|
vec3 diffuse;
|
||
|
|
vec3 specular;
|
||
|
|
|
||
|
|
float constant;
|
||
|
|
float linear;
|
||
|
|
float quadratic;
|
||
|
|
};
|
||
|
|
|
||
|
|
#define NR_POINT_LIGHTS 4
|
||
|
|
|
||
|
|
uniform vec3 viewPos;
|
||
|
|
uniform Material material;
|
||
|
|
uniform DirLight dirLight;
|
||
|
|
uniform PointLight pointLights[NR_POINT_LIGHTS];
|
||
|
|
uniform SpotLight spotLight;
|
||
|
|
|
||
|
|
vec3 CalculateDirLight(DirLight light, vec3 normal, vec3 viewDir) {
|
||
|
|
vec3 lightDir = normalize(-light.direction);
|
||
|
|
|
||
|
|
float diff = max(dot(lightDir, normal), 0.0);
|
||
|
|
|
||
|
|
vec3 reflectDir = reflect(-lightDir, normal);
|
||
|
|
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||
|
|
|
||
|
|
//vec3 ambient = light.ambient * vec3(texture(material.texture_diffuse1, texCoords)) * material.ambient;
|
||
|
|
//vec3 diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse1, texCoords)) * material.diffuse;
|
||
|
|
//vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, texCoords)) * material.specular;
|
||
|
|
vec3 ambient = light.ambient * material.ambient;
|
||
|
|
vec3 diffuse = light.diffuse * diff * material.diffuse;
|
||
|
|
vec3 specular = light.specular * spec * material.specular;
|
||
|
|
|
||
|
|
return (ambient + diffuse + specular);
|
||
|
|
}
|
||
|
|
|
||
|
|
vec3 CalculatePointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir) {
|
||
|
|
vec3 lightDir = normalize(light.position - fragPos);
|
||
|
|
|
||
|
|
float diff = max(dot(lightDir, normal), 0.0);
|
||
|
|
|
||
|
|
vec3 reflectDir = reflect(-lightDir, normal);
|
||
|
|
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||
|
|
|
||
|
|
// attenuation
|
||
|
|
float distance = length(light.position - fragPos);
|
||
|
|
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance + distance));
|
||
|
|
|
||
|
|
//vec3 ambient = light.ambient * vec3(texture(material.texture_diffuse1, texCoords)) * material.ambient;
|
||
|
|
//vec3 diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse1, texCoords)) * material.diffuse;
|
||
|
|
//vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, texCoords)) * material.specular;
|
||
|
|
vec3 ambient = light.ambient * material.ambient;
|
||
|
|
vec3 diffuse = light.diffuse * diff * material.diffuse;
|
||
|
|
vec3 specular = light.specular * spec * material.specular;
|
||
|
|
|
||
|
|
ambient *= attenuation;
|
||
|
|
diffuse *= attenuation;
|
||
|
|
specular *= attenuation;
|
||
|
|
|
||
|
|
return (ambient + diffuse + specular);
|
||
|
|
}
|
||
|
|
|
||
|
|
vec3 CalculateSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir) {
|
||
|
|
vec3 lightDir = normalize(light.position - fragPos);
|
||
|
|
|
||
|
|
float diff = max(dot(lightDir, normal), 0.0);
|
||
|
|
|
||
|
|
vec3 reflectDir = reflect(-lightDir, normal);
|
||
|
|
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||
|
|
|
||
|
|
// attenuation
|
||
|
|
float distance = length(light.position - fragPos);
|
||
|
|
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance + distance));
|
||
|
|
|
||
|
|
// spotlight
|
||
|
|
float theta = dot(lightDir, normalize(-light.direction));
|
||
|
|
float epsilon = light.cutOff - light.outerCutOff;
|
||
|
|
float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);
|
||
|
|
|
||
|
|
//vec3 ambient = light.ambient * vec3(texture(material.texture_diffuse1, texCoords)) * material.ambient;
|
||
|
|
//vec3 diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse1, texCoords)) * material.diffuse;
|
||
|
|
//vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, texCoords)) * material.specular;
|
||
|
|
vec3 ambient = light.ambient * material.ambient;
|
||
|
|
vec3 diffuse = light.diffuse * diff * material.diffuse;
|
||
|
|
vec3 specular = light.specular * spec * material.specular;
|
||
|
|
|
||
|
|
diffuse *= intensity;
|
||
|
|
specular *= intensity;
|
||
|
|
|
||
|
|
ambient *= attenuation;
|
||
|
|
diffuse *= attenuation;
|
||
|
|
specular *= attenuation;
|
||
|
|
|
||
|
|
return (ambient + diffuse + specular);
|
||
|
|
}
|
||
|
|
|
||
|
|
void main()
|
||
|
|
{
|
||
|
|
vec3 norm = normalize(fragNormals);
|
||
|
|
vec3 viewDir = normalize(viewPos - fragPos);
|
||
|
|
|
||
|
|
// direction light
|
||
|
|
vec3 result = CalculateDirLight(dirLight, norm, viewDir);
|
||
|
|
|
||
|
|
// point lights
|
||
|
|
for (int i = 0; i < NR_POINT_LIGHTS; i++) {
|
||
|
|
result += CalculatePointLight(pointLights[i], norm, fragPos, viewDir);
|
||
|
|
}
|
||
|
|
|
||
|
|
result += CalculateSpotLight(spotLight, norm, fragPos, viewDir);
|
||
|
|
|
||
|
|
FragColor = vec4(result, 1.0);
|
||
|
|
}
|
||
|
|
|