OpenGL-utility/examples/movement/shaders/fragmentShader.frag
2021-01-30 00:55:55 +01:00

92 lines
2.5 KiB
GLSL

#version 330 core
struct Material
{
sampler2D diffuse;
sampler2D specular;
float shininess;
};
struct Light
{
vec3 position;
vec3 ambient, diffuse, specular;
float ambientStrength;
float constant, linear, quadratic;
};
struct Flashlight
{
vec3 position, direction;
float angle, outerAngle;
vec3 diffuse, specular;
float constant, linear, quadratic;
};
in vec2 oUV;
in vec3 oNormal;
in vec3 oFragPos;
out vec4 FragColor;
uniform vec3 viewPos;
uniform Material material;
uniform Light pointLight;
uniform Flashlight fl;
vec3 CalcPointLight(Light light, vec3 normal, vec3 fragPos, vec3 viewDir);
vec3 CalcSpotLight(Flashlight light, vec3 normal, vec3 fragPos, vec3 viewDir);
void main()
{
vec3 viewDir = normalize(viewPos - oFragPos);
vec3 finalColor = vec3(0.0);
finalColor += CalcPointLight(pointLight, oNormal, oFragPos, viewDir);
finalColor += CalcSpotLight(fl, oNormal, oFragPos, viewDir);
FragColor = vec4(finalColor, 1.0);
}
vec3 CalcPointLight(Light light, vec3 normal, vec3 fragPos, vec3 viewDir)
{
vec3 lightDir = normalize(light.position - fragPos);
float diff = max(dot(normal, lightDir), 0.0);
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
float dist = length(light.position - fragPos);
float attenuation = 1.0 / (light.constant + light.linear * dist + light.quadratic * dist * dist);
vec3 ambient = light.ambient * light.ambientStrength * vec3(texture(material.diffuse, oUV));
vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, oUV));
vec3 specular = light.specular * spec * vec3(texture(material.specular, oUV));
return (ambient + (diffuse + specular) * attenuation);
}
vec3 CalcSpotLight(Flashlight light, vec3 normal, vec3 fragPos, vec3 viewDir)
{
vec3 lightDir = normalize(light.position - fragPos);
float theta = dot(lightDir, -normalize(light.direction));
float epsilon = light.angle - light.outerAngle;
float intensity = clamp((theta - light.outerAngle) / epsilon, 0.0, 1.0);
float diff = max(dot(normal, lightDir), 0.0);
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
float dist = length(light.position - fragPos);
float attenuation = 1.0 / (light.constant + light.linear * dist + light.quadratic * dist * dist);
vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, oUV));
vec3 specular = light.specular * spec * vec3(texture(material.specular, oUV));
return ((diffuse + specular) * attenuation * intensity);
}