Gabriel Pariat
3 years ago
11 changed files with 355 additions and 108 deletions
@ -0,0 +1,7 @@ |
|||||||
|
#version 330 core |
||||||
|
out vec4 FragColor; |
||||||
|
|
||||||
|
void main() |
||||||
|
{ |
||||||
|
FragColor = vec4(1.0); |
||||||
|
} |
@ -0,0 +1,11 @@ |
|||||||
|
#version 330 core |
||||||
|
layout (location = 0) in vec3 aPos; |
||||||
|
|
||||||
|
uniform mat4 model; |
||||||
|
uniform mat4 view; |
||||||
|
uniform mat4 projection; |
||||||
|
|
||||||
|
void main() |
||||||
|
{ |
||||||
|
gl_Position = projection * view * model * vec4(aPos, 1.0); |
||||||
|
} |
@ -1,15 +1,147 @@ |
|||||||
#version 330 core |
#version 330 core |
||||||
out vec4 FragColor; |
out vec4 FragColor; |
||||||
|
|
||||||
in vec3 ourColor; |
struct Material { |
||||||
in vec2 TexCoord; |
sampler2D diffuse; |
||||||
|
sampler2D specular; |
||||||
|
float shininess; |
||||||
|
}; |
||||||
|
|
||||||
uniform sampler2D texture1; |
struct DirLight { |
||||||
uniform sampler2D texture2; |
vec3 direction; |
||||||
|
|
||||||
|
vec3 ambient; |
||||||
|
vec3 diffuse; |
||||||
|
vec3 specular; |
||||||
|
}; |
||||||
|
|
||||||
|
struct PointLight { |
||||||
|
vec3 position; |
||||||
|
|
||||||
|
float constant; |
||||||
|
float linear; |
||||||
|
float quadratic; |
||||||
|
|
||||||
|
vec3 ambient; |
||||||
|
vec3 diffuse; |
||||||
|
vec3 specular; |
||||||
|
}; |
||||||
|
|
||||||
|
struct SpotLight { |
||||||
|
vec3 position; |
||||||
|
vec3 direction; |
||||||
|
float cutOff; |
||||||
|
float outerCutOff; |
||||||
|
|
||||||
|
float constant; |
||||||
|
float linear; |
||||||
|
float quadratic; |
||||||
|
|
||||||
|
vec3 ambient; |
||||||
|
vec3 diffuse; |
||||||
|
vec3 specular; |
||||||
|
}; |
||||||
|
|
||||||
|
#define NR_POINT_LIGHTS 4 |
||||||
|
|
||||||
|
in vec3 FragPos; |
||||||
|
in vec3 Normal; |
||||||
|
in vec2 TexCoords; |
||||||
|
|
||||||
|
uniform vec3 viewPos; |
||||||
|
uniform DirLight dirLight; |
||||||
|
uniform PointLight pointLights[NR_POINT_LIGHTS]; |
||||||
|
uniform SpotLight spotLight; |
||||||
|
uniform Material material; |
||||||
|
|
||||||
|
// function prototypes |
||||||
|
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir); |
||||||
|
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir); |
||||||
|
vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir); |
||||||
|
|
||||||
void main() |
void main() |
||||||
|
{ |
||||||
|
// properties |
||||||
|
vec3 norm = normalize(Normal); |
||||||
|
vec3 viewDir = normalize(viewPos - FragPos); |
||||||
|
|
||||||
|
// == ===================================================== |
||||||
|
// Our lighting is set up in 3 phases: directional, point lights and an optional flashlight |
||||||
|
// For each phase, a calculate function is defined that calculates the corresponding color |
||||||
|
// per lamp. In the main() function we take all the calculated colors and sum them up for |
||||||
|
// this fragment's final color. |
||||||
|
// == ===================================================== |
||||||
|
// phase 1: directional lighting |
||||||
|
vec3 result = CalcDirLight(dirLight, norm, viewDir); |
||||||
|
// phase 2: point lights |
||||||
|
for(int i = 0; i < NR_POINT_LIGHTS; i++) |
||||||
|
result += CalcPointLight(pointLights[i], norm, FragPos, viewDir); |
||||||
|
// // phase 3: spot light |
||||||
|
result += CalcSpotLight(spotLight, norm, FragPos, viewDir); |
||||||
|
|
||||||
|
FragColor = vec4(result, 1.0); |
||||||
|
} |
||||||
|
|
||||||
|
// calculates the color when using a directional light. |
||||||
|
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir) |
||||||
|
{ |
||||||
|
vec3 lightDir = normalize(-light.direction); |
||||||
|
// diffuse shading |
||||||
|
float diff = max(dot(normal, lightDir), 0.0); |
||||||
|
// specular shading |
||||||
|
vec3 reflectDir = reflect(-lightDir, normal); |
||||||
|
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess); |
||||||
|
// combine results |
||||||
|
vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords)); |
||||||
|
vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords)); |
||||||
|
vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords)); |
||||||
|
return (ambient + diffuse + specular); |
||||||
|
} |
||||||
|
|
||||||
|
// calculates the color when using a point light. |
||||||
|
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir) |
||||||
|
{ |
||||||
|
vec3 lightDir = normalize(light.position - fragPos); |
||||||
|
// diffuse shading |
||||||
|
float diff = max(dot(normal, lightDir), 0.0); |
||||||
|
// specular shading |
||||||
|
vec3 reflectDir = reflect(-lightDir, normal); |
||||||
|
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess); |
||||||
|
// attenuation |
||||||
|
float distance = length(light.position - fragPos); |
||||||
|
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance)); |
||||||
|
// combine results |
||||||
|
vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords)); |
||||||
|
vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords)); |
||||||
|
vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords)); |
||||||
|
ambient *= attenuation; |
||||||
|
diffuse *= attenuation; |
||||||
|
specular *= attenuation; |
||||||
|
return (ambient + diffuse + specular); |
||||||
|
} |
||||||
|
|
||||||
|
// calculates the color when using a spot light. |
||||||
|
vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir) |
||||||
{ |
{ |
||||||
FragColor = mix(texture(texture1, TexCoord), |
vec3 lightDir = normalize(light.position - fragPos); |
||||||
texture(texture2, TexCoord), |
// diffuse shading |
||||||
0.2); |
float diff = max(dot(normal, lightDir), 0.0); |
||||||
|
// specular shading |
||||||
|
vec3 reflectDir = reflect(-lightDir, normal); |
||||||
|
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess); |
||||||
|
// attenuation |
||||||
|
float distance = length(light.position - fragPos); |
||||||
|
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance)); |
||||||
|
// spotlight intensity |
||||||
|
float theta = dot(lightDir, normalize(-light.direction)); |
||||||
|
float epsilon = light.cutOff - light.outerCutOff; |
||||||
|
float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0); |
||||||
|
// combine results |
||||||
|
vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords)); |
||||||
|
vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords)); |
||||||
|
vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords)); |
||||||
|
ambient *= attenuation * intensity; |
||||||
|
diffuse *= attenuation * intensity; |
||||||
|
specular *= attenuation * intensity; |
||||||
|
return (ambient + diffuse + specular); |
||||||
} |
} |
||||||
|
@ -1,14 +1,21 @@ |
|||||||
#version 330 core |
#version 330 core |
||||||
layout (location = 0) in vec3 aPos; |
layout (location = 0) in vec3 aPos; |
||||||
layout (location = 1) in vec2 aTexCoord; |
layout (location = 1) in vec3 aNormal; |
||||||
|
layout (location = 2) in vec2 aTexCoords; |
||||||
|
|
||||||
|
out vec3 Normal; |
||||||
|
out vec3 FragPos; |
||||||
|
out vec2 TexCoords; |
||||||
|
|
||||||
out vec2 TexCoord; |
|
||||||
uniform mat4 model; |
uniform mat4 model; |
||||||
uniform mat4 view; |
uniform mat4 view; |
||||||
uniform mat4 projection; |
uniform mat4 projection; |
||||||
|
|
||||||
void main() |
void main() |
||||||
{ |
{ |
||||||
gl_Position = projection * view * model * vec4(aPos, 1.0); |
FragPos = vec3(model * vec4(aPos, 1.0)); |
||||||
TexCoord = vec2(aTexCoord.x, aTexCoord.y); |
Normal = mat3(transpose(inverse(model))) * aNormal; |
||||||
|
TexCoords = aTexCoords; |
||||||
|
|
||||||
|
gl_Position = projection * view * vec4(FragPos, 1.0); |
||||||
} |
} |
||||||
|
After Width: | Height: | Size: 457 KiB |
After Width: | Height: | Size: 141 KiB |
Loading…
Reference in new issue