Files
escape-the-dawn/Escape-the-Dawn/Shaders/Fragment.glsl
T
Tobias Dahl 0ec0022d6a WIP Lights
2014-03-11 09:18:51 +01:00

95 lines
2.4 KiB
GLSL

#version 430
uniform mat4 model;
uniform mat4 view;
layout(binding=0) uniform sampler2D texture;
const int numberOfLights = 2;
uniform vec4 position[numberOfLights];
uniform vec4 specular[numberOfLights];
uniform vec4 diffuse[numberOfLights];
uniform float constantAttenuation[numberOfLights];
uniform float linearAttenuation[numberOfLights];
uniform float quadraticAttenuation[numberOfLights];
uniform float spotExponent[numberOfLights];
in VertexData {
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
} Input;
vec3 scene_ambient = vec3(0.2, 0.2, 0.2);
out vec4 fragmentColor;
void main() {
// Texture
vec4 texel = texture2D(texture, Input.TextureCoord);
//vec4 texel = (blend.x * texel0) + (blend.y * texel1) + (blend.z * texel2);
//
// Phong shading
//
// Ambient light
vec3 La = scene_ambient; // Ambient light
vec3 Ks = vec3(0.3, 0.3, 0.3); // Specular reflectance
vec3 Kd = vec3(1.0, 1.0, 1.0); // Diffuse reflectance
vec3 Ka = vec3(1.0, 1.0, 1.0); // Ambient reflectance
vec3 totalLighting = La * Ka;
float attenuation;
for(int i = 0; i < numberOfLights; i++)
{
// Light
//vec3 lightPosition = vec3(0, 0, 2);
vec3 Ls = specular[i]; // Specular light
vec3 Ld = diffuse[i]; // Diffuse light
// Object
vec3 lightPosView = vec3(view * vec4(LightPos[i], 1.0));
vec3 surfacePosition = vec3(model * vec4(Input.Position, 1.0));
vec3 surfacePosView = vec3(view * vec4(surfacePosition, 1.0));
vec3 surfaceToLight = normalize(lightPosView - surfacePosView);
mat3 normalMatrix = transpose(inverse(mat3(view * model)));
vec3 surfaceNormal = normalize(normalMatrix * Input.Normal);
float dist = length(LightPos[i] - surfacePosition);
attenuation = 1.0 / (constantAttenuation
+ linearAttenuation * dist
+ quadraticAttenuation * pow(dist, 2.0));
attenuation = attenuation * pow(clampedCosine, spotExponent[i]);
// Diffuse light
float dotProd = dot(surfaceToLight, surfaceNormal);
dotProd = max(dotProd, 0.0);
Id = Ld * Kd * abs(dotProd) * attenuation;
// Specular light
vec3 reflection = reflect(-surfaceToLight, surfaceNormal);
float dotSpecular = dot(reflection, normalize(-surfacePosView));
dotSpecular = max(dotSpecular, 0.0);
float specularFactor = pow(dotSpecular, 30.0); // Specular factor
Is = attenuation * Ls * Ks * specularFactor;
totalLighting = totalLighting + Id + Is;
}
fragmentColor = vec4(totalLighting, 1.0) * texel;
//fragmentColor = vec4(Id, 1.0) * texel;
//fragmentColor = texel;
}