#version 430 layout (binding=0) uniform sampler2D PositionTexture; layout (binding=1) uniform sampler2D NormalsTexture; uniform vec2 ViewportSize; uniform mat4 MVP; uniform mat4 M; uniform mat4 V; uniform mat4 P; uniform vec3 la; uniform vec3 ls; uniform vec3 ld; uniform vec3 lp; uniform float specularExponent; uniform vec3 CameraPosition; uniform float ConstantAttenuation; uniform float LinearAttenuation; uniform float QuadraticAttenuation; const vec3 ks = vec3(1.0, 1.0, 1.0); const vec3 kd = vec3(1.0, 1.0, 1.0); const vec3 ka = vec3(1.0, 1.0, 1.0); const float kshine = 1.0; in VertexData { vec3 Position; vec2 TextureCoord; } Input; out vec4 FragColor; vec4 phong(vec3 position, vec3 normal) { // Diffuse vec3 lightPos = vec3(V * vec4(lp, 1.0)); vec3 distanceToLight = lightPos - position; vec3 directionToLight = normalize(distanceToLight); float dotProd = dot(directionToLight, normal); dotProd = max(dotProd, 0.0); vec3 Id = kd * ld * dotProd; // Specular //vec3 reflection = reflect(-directionToLight, normal); vec3 surfaceToViewer = normalize(-position); vec3 halfWay = normalize(surfaceToViewer + directionToLight); float dotSpecular = max(dot(halfWay, normal), 0.0); float specularFactor = pow(dotSpecular, specularExponent * 2.0); vec3 Is = ks * ls * specularFactor; //Attenuation float dist = distance(lightPos, position); //float attenuation = -log(min(1.0, dist / LightRadius)); float attenuation = 1.0 / (ConstantAttenuation + (LinearAttenuation * dist) + (QuadraticAttenuation * dist * dist)); //float attenuation = 1.0 / (1.0 - 0.0001 * pow(dist, 2)); //float attenuation = clamp(0.0, 1.0, 1.0 / (0.001 + (0.001 * dist) + (0.001 * dist * dist))); //float attenuation = 1.0 / dot(directionToLight, directionToLight); //float att_s = 5; //float attenuation = pow(dist, 2) / pow(5.0, 2); //attenuation = 1.0 / (1.0 + attenuation * att_s); //att_s = 1.0 / (1.0 + att_s); //attenuation = attenuation / (1.0 - att_s); //float radius = 5.0; //float alpha = dist / radius; //float dampingFactor = 1.0 - pow(alpha, 3); return vec4((Id + Is) * attenuation, 1.0); } void main() { vec2 TextureCoord = gl_FragCoord.xy / ViewportSize; vec4 PositionTexel = texture(PositionTexture, TextureCoord); vec4 NormalTexel = texture(NormalsTexture, TextureCoord); FragColor = phong(vec3(PositionTexel), vec3(NormalTexel)); }