Space-Project/shaders/shader_tex.frag

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#version 430 core
layout (location = 0) out vec4 FragColor;
layout (location = 1) out vec4 BrightColor;
struct PointLight {
vec3 position;
vec3 color;
float intensity;
};
#define NR_POINT_LIGHTS 5
uniform vec3 objectColor;
uniform vec3 cameraPos;
uniform sampler2D colorTexture;
uniform PointLight pointLights[NR_POINT_LIGHTS];
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in vec3 interpNormal;
in vec3 fragPos;
in vec2 vTexCoord;
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void main()
{
vec3 fragColor = vec3(0,0,0);
vec4 textureColor = texture2D(colorTexture, vTexCoord);
vec4 ambient = vec4(0.1, 0.1, 0.1, 1.0) * textureColor;
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vec3 normal = normalize(interpNormal);
for(int i = 0; i < NR_POINT_LIGHTS; i++)
{
vec3 lightDir = normalize(pointLights[i].position - fragPos);
vec3 V = normalize(cameraPos-fragPos);
vec3 R = reflect(-lightDir,normal);
float dist = distance(fragPos, pointLights[i].position) / 5;
float distance = (1/dist) * (1/dist);
float spec = pow(max(0,dot(R,V)),2);
float diff = max(0,dot(normal,normalize(lightDir)));
vec3 diffuse = pointLights[i].color * diff * distance * pointLights[i].intensity;
vec3 specular = spec * pointLights[i].color * (pointLights[i].intensity/dist);
vec3 texture = vec3(textureColor.x, textureColor.y, textureColor.z); // * pointLights[i].color;
fragColor += mix(texture,texture*diffuse+vec3(1)*specular,0.9);
}
BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
FragColor = vec4(fragColor, 1.0) + ambient;
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}