68 lines
1.9 KiB
GLSL
68 lines
1.9 KiB
GLSL
#version 330
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// Input vertex attributes (from vertex shader)
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in vec3 fragPosition;
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in vec2 fragTexCoord;
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in vec4 fragColor;
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in vec3 fragNormal;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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#define MAX_LIGHTS 12
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struct Light {
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int enabled;
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float distanceNear;
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float distanceFar;
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float power;
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vec3 position;
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vec4 color;
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};
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uniform Light lights[MAX_LIGHTS];
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uniform vec4 ambient;
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void main()
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{
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vec4 texelColor = texture(texture0, fragTexCoord);
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if (texelColor.a == 0.0) discard;
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if (fragColor.b < 1.0) {
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finalColor = vec4(1.0, 1.0, 1.0, 1.0);
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} else {
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vec3 lightDot = vec3(0.0);
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vec4 tint = colDiffuse * fragColor;
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vec3 normal = normalize(fragNormal);
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for (int i = 0; i < MAX_LIGHTS; i++) {
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if (lights[i].enabled == 1) {
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vec3 light = vec3(0.0);
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light = normalize(lights[i].position - fragPosition);
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float dist = distance(lights[i].position, fragPosition);
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float power = smoothstep(lights[i].distanceFar, lights[i].distanceNear, dist);
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// float far = smoothstep(30.0, 1.0, dist) / 3.0;
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// float power = near + far * far * far;
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power = power * power;
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float NdotL = max(dot(normal, light), 0.0);
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// lightDot += lights[i].color.rgb * light * NdotL;
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// lightDot += lights[i].color.rgb * power * NdotL;
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lightDot += lights[i].color.rgb * power * lights[i].power * NdotL;
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}
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}
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finalColor.rgb = (texelColor.rgb * lightDot);
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// finalColor.rgb = normal;
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// finalColor = (texelColor * vec4(lightDot, 1.0));
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// finalColor = pow(finalColor, vec4(1.0/2.2));
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// finalColor.rgb = fragPosition;
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}
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}
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