grk_5sem_labs/cw 7/shaders/shader_5_1_tex.frag

96 lines
2.8 KiB
GLSL

#version 430 core
uniform sampler2D colorTexture;
uniform sampler2D normalSampler;
uniform vec3 sunPos;
uniform vec3 sunColor;
uniform float sunLightExp;
uniform vec3 cameraPos;
uniform float time;
uniform vec3 reflectorPos;
uniform vec3 reflectorDir;
uniform vec3 reflectorColor;
uniform float reflectorAngle;
uniform float reflectorLightExp;
vec3 normalizedVertexNormal;
mat3 TBN;
in vec3 vertexNormalOut;
in vec3 vertexTangentOut;
in vec3 vertexBitangentOut;
in vec3 vertexPosOut;
in vec2 vertexTexCoordOut;
out vec4 outColor;
vec4 calcPointLight(vec3 fragColor, vec3 lightPos, vec3 lightColor, float lightExp) {
vec3 lightDir = normalize(vertexPosOut - lightPos);
vec3 viewDir = normalize(cameraPos - vertexPosOut);
// tangent space
vec3 viewDirTS = TBN * viewDir;
vec3 lightDirTS = TBN * lightDir;
//tmp solution
viewDir = normalize(viewDirTS);
lightDir = normalize(lightDirTS);
float lightDistance = length(vertexPosOut - lightPos);
vec3 newLightColor = lightColor / pow(lightDistance, 2);
float intensity = dot(normalizedVertexNormal, -lightDir);
intensity = max(intensity, 0.0);
vec3 reflectDir = reflect(lightDir, normalizedVertexNormal);
float glossPow = 8;
float specular = pow(max(dot(viewDir, reflectDir), 0.0), glossPow);
float diffuse = intensity;
vec3 resultColor = newLightColor * (fragColor * diffuse + specular );
return vec4(1 - exp(-resultColor * lightExp), 1.0);
}
vec4 calcSpotLight(vec3 fragColor, vec3 lightPos, vec3 lightColor, float lightExp) {
vec3 reflectorLightDir = normalize(vertexPosOut - lightPos);
float angleCos = dot(reflectorLightDir, reflectorDir);
float reflectorOutAngle = reflectorAngle + radians(10);
float epsilon = cos(reflectorAngle) - cos(reflectorOutAngle);
vec4 res = vec4(0, 0, 0, 1);
if (angleCos > cos(reflectorOutAngle)) {
float intensity = clamp((angleCos - cos(reflectorOutAngle)) / epsilon, 0.0, 1.0);
res = calcPointLight(fragColor, lightPos, lightColor, lightExp * intensity);
}
return res;
}
void main()
{
TBN = transpose(mat3(vertexTangentOut, vertexBitangentOut, vertexNormalOut));
vec3 textureColor = texture2D(colorTexture, vertexTexCoordOut).rgb;
normalizedVertexNormal = normalize(vertexNormalOut);
//get normal from normal sampler
vec3 samplerNormal = texture2D(normalSampler, vertexTexCoordOut).xyz;
samplerNormal = 2 * samplerNormal - 1;//since sampler has values from [0, 1], but we want [-1, 1]
normalizedVertexNormal = normalize(samplerNormal);// to avoid potential precision problems in sampler texture
//tmp solution
//normalizedVertexNormal = vec3(0, 0, 1);
outColor = calcPointLight(textureColor, sunPos, sunColor, sunLightExp);
outColor += calcSpotLight(textureColor, reflectorPos, reflectorColor, reflectorLightExp);
//Debug
//outColor = vec4(textureColor, 1);
}