Space-Project/shaders/shader_normal.frag

63 lines
1.5 KiB
GLSL

#version 430 core
layout (location = 0) out vec4 FragColor;
layout (location = 1) out vec4 BrightColor;
struct PointLight {
vec3 position;
vec3 color;
float intensity;
};
#define MAX_POINT_LIGHTS 16
uniform vec3 cameraPos;
uniform sampler2D diffuseTexture;
uniform sampler2D normalTexture;
uniform PointLight pointLights[MAX_POINT_LIGHTS];
uniform int LightsCount;
in vec3 fragPos;
in vec2 vTexCoord;
in vec3 LightPosTS[MAX_POINT_LIGHTS];
in vec3 CameraPosTS;
in vec3 FragPosTS;
void main()
{
vec3 fragColor = vec3(0,0,0);
vec3 texture = texture2D(diffuseTexture, vTexCoord).rgb;
//vec3 texture = vec3(textureColor.x, textureColor.y, textureColor.z);
vec3 ambient = vec3(0.1, 0.1, 0.1) * texture;
vec3 normal = texture2D(normalTexture, vTexCoord).rgb;
normal = normalize(normal * 2.0 - 1.0);
vec3 V = normalize(CameraPosTS-FragPosTS);
for(int i = 0; i < LightsCount; i++)
{
vec3 lightDir = normalize(LightPosTS[i] - FragPosTS);
vec3 R = reflect(-lightDir,normal);
float dist = distance(fragPos, pointLights[i].position);
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);
fragColor += texture*(diffuse+specular);
}
BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
FragColor = vec4(fragColor+ambient,1.0);
}