#version 430 layout (binding=0) uniform sampler2D PositionTexture; layout (binding=1) uniform sampler2D NormalsTexture; layout (binding=2) uniform sampler2D SpecularTexture; 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; uniform float LightRadius; 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, vec3 specular) { // 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); vec3 Is = specular.r * ls * specularFactor; //Attenuation float dist = distance(lightPos, position); float attenuation = pow(max(0.0f, 1.0 - (dist / LightRadius)), 2); return vec4((Id) * attenuation, Is.r * attenuation); } void main() { vec2 TextureCoord = gl_FragCoord.xy / ViewportSize; vec4 PositionTexel = texture(PositionTexture, TextureCoord); vec4 NormalTexel = texture(NormalsTexture, TextureCoord); vec4 SpecularTexel = texture(SpecularTexture, TextureCoord); FragColor = phong(vec3(PositionTexel), vec3(NormalTexel), vec3(SpecularTexel)); //FragColor = NormalTexel; }