OmniaFramework/extra/shaders/basicShader.fs
2023-10-17 23:31:17 +02:00

104 lines
2.4 KiB
GLSL
Executable file

#version 410 core
out vec4 FragColor;
in vec2 outTexCoords;
in vec3 outNormal;
in vec3 outFragPos;
struct Material {
sampler2D diffuse;
sampler2D specular;
float shininess;
};
struct LightSource {
vec3 position;
vec3 direction;
float cutOff;
float outerCutOff;
vec3 ambient;
vec3 diffuse;
vec3 specular;
float constant;
float linear;
float quadratic;
int type;
};
const int SpotLight = 0;
const int Directional = 1;
const int PointLight = 2;
//@[skip_auto_register]
uniform Material material;
//@[skip_auto_register]
uniform LightSource light;
uniform vec3 uViewPosition;
//float near = 0.1;
//float far = 100.0;
//float LinearizeDepth(float depth)
//{
// float z = depth * 2.0 - 1.0; // back to NDC
// return (2.0 * near * far) / (far + near - z * (far - near));
//}
void main()
{
//Ambient light
vec3 ambient = light.ambient * vec3(texture(material.diffuse, outTexCoords));
vec3 norm = normalize(outNormal);
vec3 lightDir;
float intensity = 1.0;
if (light.type == PointLight)
{
lightDir = normalize(light.position - outFragPos);
}
else if (light.type == Directional)
{
lightDir = normalize(-light.position);
}
else if (light.type == SpotLight)
{
lightDir = normalize(light.position - outFragPos);
float theta = dot(lightDir, normalize(-light.direction));
float epsilon = light.cutOff - light.outerCutOff;
intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 0.5);
}
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, outTexCoords));
//Specular light
vec3 viewDir = normalize(uViewPosition - outFragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
vec3 specular = light.specular * spec * vec3(texture(material.specular, outTexCoords));
//Attenuation
if (light.type != Directional)
{
float dist = length(light.position - outFragPos);
float attenuation = 1.0 / (light.constant * light.linear * dist * light.quadratic * (dist * dist));
if (light.type == SpotLight)
{
diffuse *= intensity;
specular *= intensity;
}
//else
// ambient *= attenuation;
diffuse *= attenuation;
specular *= attenuation;
}
//Final color
vec3 result = (ambient + diffuse + specular);
FragColor = vec4(result, 1.0);
//FragColor = vec4(vec3(LinearizeDepth(gl_FragCoord.z) / far), 1.0);
}