odin-lights/assets/shaders/fshader.glsl

68 lines
1.9 KiB
GLSL

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