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147 lines
4.9 KiB
147 lines
4.9 KiB
#version 330 core |
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out vec4 FragColor; |
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struct Material { |
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sampler2D diffuse; |
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sampler2D specular; |
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float shininess; |
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}; |
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struct DirLight { |
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vec3 direction; |
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vec3 ambient; |
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vec3 diffuse; |
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vec3 specular; |
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}; |
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struct PointLight { |
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vec3 position; |
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float constant; |
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float linear; |
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float quadratic; |
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vec3 ambient; |
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vec3 diffuse; |
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vec3 specular; |
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}; |
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struct SpotLight { |
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vec3 position; |
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vec3 direction; |
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float cutOff; |
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float outerCutOff; |
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float constant; |
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float linear; |
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float quadratic; |
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vec3 ambient; |
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vec3 diffuse; |
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vec3 specular; |
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}; |
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#define NR_POINT_LIGHTS 4 |
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in vec3 FragPos; |
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in vec3 Normal; |
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in vec2 TexCoords; |
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uniform vec3 viewPos; |
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uniform DirLight dirLight; |
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uniform PointLight pointLights[NR_POINT_LIGHTS]; |
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uniform SpotLight spotLight; |
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uniform Material material; |
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// function prototypes |
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vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir); |
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vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir); |
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vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir); |
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void main() |
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{ |
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// properties |
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vec3 norm = normalize(Normal); |
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vec3 viewDir = normalize(viewPos - FragPos); |
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// == ===================================================== |
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// Our lighting is set up in 3 phases: directional, point lights and an optional flashlight |
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// For each phase, a calculate function is defined that calculates the corresponding color |
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// per lamp. In the main() function we take all the calculated colors and sum them up for |
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// this fragment's final color. |
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// == ===================================================== |
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// phase 1: directional lighting |
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vec3 result = CalcDirLight(dirLight, norm, viewDir); |
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// phase 2: point lights |
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for(int i = 0; i < NR_POINT_LIGHTS; i++) |
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result += CalcPointLight(pointLights[i], norm, FragPos, viewDir); |
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// // phase 3: spot light |
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result += CalcSpotLight(spotLight, norm, FragPos, viewDir); |
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FragColor = vec4(result, 1.0); |
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} |
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// calculates the color when using a directional light. |
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vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir) |
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{ |
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vec3 lightDir = normalize(-light.direction); |
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// diffuse shading |
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float diff = max(dot(normal, lightDir), 0.0); |
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// specular shading |
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vec3 reflectDir = reflect(-lightDir, normal); |
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess); |
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// combine results |
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vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords)); |
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vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords)); |
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vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords)); |
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return (ambient + diffuse + specular); |
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} |
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// calculates the color when using a point light. |
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vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir) |
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{ |
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vec3 lightDir = normalize(light.position - fragPos); |
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// diffuse shading |
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float diff = max(dot(normal, lightDir), 0.0); |
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// specular shading |
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vec3 reflectDir = reflect(-lightDir, normal); |
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess); |
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// attenuation |
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float distance = length(light.position - fragPos); |
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float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance)); |
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// combine results |
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vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords)); |
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vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords)); |
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vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords)); |
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ambient *= attenuation; |
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diffuse *= attenuation; |
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specular *= attenuation; |
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return (ambient + diffuse + specular); |
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} |
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// calculates the color when using a spot light. |
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vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir) |
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{ |
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vec3 lightDir = normalize(light.position - fragPos); |
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// diffuse shading |
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float diff = max(dot(normal, lightDir), 0.0); |
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// specular shading |
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vec3 reflectDir = reflect(-lightDir, normal); |
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess); |
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// attenuation |
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float distance = length(light.position - fragPos); |
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float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance)); |
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// spotlight intensity |
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float theta = dot(lightDir, normalize(-light.direction)); |
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float epsilon = light.cutOff - light.outerCutOff; |
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float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0); |
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// combine results |
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vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords)); |
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vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords)); |
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vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords)); |
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ambient *= attenuation * intensity; |
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diffuse *= attenuation * intensity; |
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specular *= attenuation * intensity; |
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return (ambient + diffuse + specular); |
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}
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