Files
3dobs/shaders/frag.glsl
T
Illusion 08659a0a78 feat: basic texture support
- add texture support (ambient, diffuse, specular)
- use opacity in fragment shader
- calculate normal matrix on cpu for matricies with big determinants
2023-11-02 04:15:59 +02:00

200 lines
5.5 KiB
GLSL

#version 330 core
in vec3 fragNormals;
in vec3 fragPos;
in vec2 texCoords;
out vec4 FragColor;
struct Material {
sampler2D texture_diffuse;
sampler2D texture_specular;
sampler2D texture_ambient;
vec3 ambient;
vec3 diffuse;
vec3 specular;
float shininess;
float opacity;
};
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
#define blinn true
uniform vec3 viewPos;
uniform Material material;
uniform DirLight dirLight;
uniform PointLight pointLights[NR_POINT_LIGHTS];
uniform SpotLight spotLight;
uniform bool useTextures;
vec3 CalculateDirLight(DirLight light, vec3 normal, vec3 viewDir) {
vec3 lightDir = normalize(-light.direction);
float diff = max(dot(lightDir, normal), 0.0);
float spec = 0.0f;
if (blinn) {
vec3 halfwayDir = normalize(lightDir + viewDir);
spec = pow(max(dot(normal, halfwayDir), 0.0), material.shininess);
} else {
vec3 reflectDir = reflect(-lightDir, normal);
spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
}
vec3 ambient = vec3(0.0, 0.0, 0.0);
vec3 diffuse = vec3(0.0, 0.0, 0.0);
vec3 specular = vec3(0.0, 0.0, 0.0);
if (useTextures) {
ambient = light.ambient * vec3(texture(material.texture_ambient, texCoords)) * material.ambient;
diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse, texCoords)) * material.diffuse;
specular = light.specular * spec * vec3(texture(material.texture_specular, texCoords)) * material.specular;
} else {
ambient = light.ambient * material.ambient;
diffuse = light.diffuse * (diff * material.diffuse);
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);
float spec = 0.0f;
if (blinn) {
vec3 halfwayDir = normalize(lightDir + viewDir);
spec = pow(max(dot(normal, halfwayDir), 0.0), material.shininess);
} else {
vec3 reflectDir = reflect(-lightDir, normal);
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 = vec3(0.0, 0.0, 0.0);
vec3 diffuse = vec3(0.0, 0.0, 0.0);
vec3 specular = vec3(0.0, 0.0, 0.0);
if (useTextures) {
ambient = light.ambient * vec3(texture(material.texture_ambient, texCoords)) * material.ambient;
diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse, texCoords)) * material.diffuse;
specular = light.specular * spec * vec3(texture(material.texture_specular, texCoords)) * material.specular;
} else {
ambient = light.ambient * material.ambient;
diffuse = light.diffuse * (diff * material.diffuse);
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);
float spec = 0.0f;
if (blinn) {
vec3 halfwayDir = normalize(lightDir + viewDir);
spec = pow(max(dot(normal, halfwayDir), 0.0), material.shininess);
} else {
vec3 reflectDir = reflect(-lightDir, normal);
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 = vec3(0.0, 0.0, 0.0);
vec3 diffuse = vec3(0.0, 0.0, 0.0);
vec3 specular = vec3(0.0, 0.0, 0.0);
if (useTextures) {
ambient = light.ambient * vec3(texture(material.texture_ambient, texCoords)) * material.ambient;
diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse, texCoords)) * material.diffuse;
specular = light.specular * spec * vec3(texture(material.texture_specular, texCoords)) * material.specular;
} else {
ambient = light.ambient * material.ambient;
diffuse = light.diffuse * (diff * material.diffuse);
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, material.opacity);
}