54 lines
1.7 KiB
GLSL
54 lines
1.7 KiB
GLSL
#version 140
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in vec2 pass_textureCoords;
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in vec3 surfaceNormal;
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in vec3 toLightVector[5];
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in vec3 toCameraVector;
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in float visibility;
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out vec4 out_Color;
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uniform sampler2D textureSampler;
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uniform vec3 lightColour[5];
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uniform vec3 attenuation[5];
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uniform float shineDamper;
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uniform float reflectivity;
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uniform vec3 skyColour;
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void main(void){
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float brightness = 3;
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vec3 unitNormal = normalize(surfaceNormal);
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vec3 unitVectorToCamera = normalize(toCameraVector);
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vec3 totalDiffuse = vec3(0.0);
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vec3 totalSpecular = vec3(0.0);
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for(int i=0;i<5;i++){
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float distance = length(toLightVector[i]);
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float attFactor = attenuation[i].x + (attenuation[i].y * distance) + (attenuation[i].z * distance * distance);
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vec3 unitLightVector = normalize(toLightVector[i]);
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float nDotl = dot(unitNormal, unitLightVector);
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float brightness = max(nDotl, 0.0);
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vec3 lightDirection = -unitLightVector;
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vec3 reflectedLightDirection = reflect(lightDirection, unitNormal);
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float specularFactor = dot(reflectedLightDirection, unitVectorToCamera);
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specularFactor = max(specularFactor, 0.0);
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float dampedFactor = pow(specularFactor, shineDamper);
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totalDiffuse = totalDiffuse + (brightness * lightColour[i])/attFactor;
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totalSpecular = totalSpecular + (dampedFactor * reflectivity * lightColour[i])/attFactor;
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}
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totalDiffuse = max(totalDiffuse, 0.2);
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vec4 textureColour = texture(textureSampler, pass_textureCoords);
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if(textureColour.a<0.5){
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discard;
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}
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out_Color = vec4(totalDiffuse, 1.0) * textureColour + vec4(totalSpecular, 1.0);
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out_Color = mix(vec4(skyColour, 1.0), out_Color, visibility);
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out_Color = vec4(out_Color.r*brightness, out_Color.g*brightness, out_Color.b*brightness, out_Color.a);
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}
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