Poly3d/shaders/fragment_shader.glsl

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2024-11-25 23:08:00 +00:00
#version 330 core
out vec4 color;
in vec3 FragPos;
in vec3 Normal;
uniform vec3 viewPos;
// Point Lights
struct PointLight {
vec3 position;
vec3 color;
float constant;
float linear;
float quadratic;
};
#define MAX_POINT_LIGHTS 256
uniform int numPointLights;
uniform PointLight pointLights[MAX_POINT_LIGHTS];
// Directional Lights
struct DirLight {
vec3 direction;
vec3 color;
};
#define MAX_DIR_LIGHTS 10
uniform int numDirLights;
uniform DirLight dirLights[MAX_DIR_LIGHTS];
// Spotlights
struct SpotLight {
vec3 position;
vec3 direction;
vec3 color;
float cutOff; // Cosine of the inner cutoff angle
float outerCutOff; // Cosine of the outer cutoff angle
float constant;
float linear;
float quadratic;
};
#define MAX_SPOT_LIGHTS 64
uniform int numSpotLights;
uniform SpotLight spotLights[MAX_SPOT_LIGHTS];
uniform vec3 objectColor; // Fallback color
uniform sampler2D texture1; // Texture sampler
uniform bool useTexture; // Flag to determine if a texture is used
in vec2 TexCoords;
// Function to calculate lighting for a Point Light
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 viewDir, vec3 fragPos)
{
// Ambient
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * light.color;
// Diffuse
vec3 lightDir = normalize(light.position - fragPos);
float diff = max(dot(normal, lightDir), 0.0);
vec3 diffuse = diff * light.color;
// Specular
float specularStrength = 0.5;
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = specularStrength * spec * light.color;
// Attenuation
float distance = length(light.position - fragPos);
float attenuation = 1.0 / (light.constant + light.linear * distance +
light.quadratic * (distance * distance));
return (ambient + diffuse + specular) * attenuation;
}
// Function to calculate lighting for a Directional Light
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
{
// Ambient
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * light.color;
// Diffuse
vec3 lightDir = normalize(-light.direction); // Directional light direction
float diff = max(dot(normal, lightDir), 0.0);
vec3 diffuse = diff * light.color;
// Specular
float specularStrength = 0.5;
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = specularStrength * spec * light.color;
return (ambient + diffuse + specular);
}
// Function to calculate lighting for a Spotlight
vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 viewDir, vec3 fragPos)
{
// Ambient
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * light.color;
// Diffuse
vec3 lightDir = normalize(light.position - fragPos);
float diff = max(dot(normal, lightDir), 0.0);
vec3 diffuse = diff * light.color;
// Specular
float specularStrength = 0.5;
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = specularStrength * spec * light.color;
// Attenuation
float distance = length(light.position - fragPos);
float attenuation = 1.0 / (light.constant + light.linear * distance +
light.quadratic * (distance * distance));
// Spotlight intensity
vec3 spotDir = normalize(light.direction);
float theta = dot(lightDir, spotDir);
float epsilon = light.cutOff - light.outerCutOff;
float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);
return (ambient + diffuse + specular) * attenuation * intensity;
}
void main()
{
vec3 norm = normalize(Normal);
vec3 viewDir = normalize(viewPos - FragPos);
vec3 result = vec3(0.0);
// Calculate Point Lights
for (int i = 0; i < numPointLights; ++i)
{
result += CalcPointLight(pointLights[i], norm, viewDir, FragPos);
}
// Calculate Directional Lights
for (int i = 0; i < numDirLights; ++i)
{
result += CalcDirLight(dirLights[i], norm, viewDir);
}
// Calculate Spotlights
for (int i = 0; i < numSpotLights; ++i)
{
result += CalcSpotLight(spotLights[i], norm, viewDir, FragPos);
}
// Combine lighting with object color or texture
vec3 baseColor = useTexture ? texture(texture1, TexCoords).rgb : objectColor;
color = vec4(result * baseColor, 1.0);
}