prosperon/source/shaders/3d/fragment.glsl

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2022-06-21 23:16:14 -05:00
#version 330 core
out vec4 FragColor;
struct Light {
vec3 direction;
vec3 color;
};
struct PLight {
vec3 position;
vec3 color;
float constant;
float linear;
float quadratic;
};
struct SLight {
vec3 position;
vec3 direction;
float cutOff;
float outerCutOff;
};
uniform vec3 objectColor;
uniform vec3 lightColor;
uniform vec3 lightPos;
uniform vec3 viewPos;
uniform sampler2D diffuseTex;
uniform sampler2D specTex;
uniform float shininess;
uniform Light light;
uniform PLight plight;
uniform SLight slight;
in vec3 Normal;
in vec3 FragPos;
in vec2 TexCoords;
float near = 0.1;
float far = 100.0;
float LinearizeDepth(float depth)
{
float z = depth * 2.0 - 1.0; // back to NDC
return (2.0 * near * far) / (far + near - z * (far - near));
}
// void main()
// {
// float depth = LinearizeDepth(gl_FragCoord.z) / far; // divide by far for demonstration
// FragColor = vec4(vec3(depth), 1.0);
// }
void main()
{
//vec3 dirDir = normalize(-Directional.direction);
float ambientStrength = 1.f;
vec3 ambient = ambientStrength * vec3(texture(diffuseTex, TexCoords));
// vec3 norm = normalize(Normal);
// vec3 diffuse;
// Directional
//vec3 lightDir = normalize(-light.direction);
// Point
// float distance = length(plight.position - FragPos);
// float attenuation = 1.f / (plight.constant + plight.linear * distance + plight.quadratic * (distance * distance));
// vec3 lightDir = normalize(lightPos - FragPos);
// float diff = max(dot(norm, lightDir), 0.f);
//diffuse = diff * lightColor * vec3(texture(diffuseTex, TexCoords)) * attenuation;
// Spot
// lightDir = normalize(slight.position - FragPos);
// float theta = dot(lightDir, normalize(-slight.direction));
// float epsilon = slight.cutOff - slight.outerCutOff;
// float intensity = clamp((theta - slight.outerCutOff) / epsilon, 0.f, 1.f);
// diffuse = lightColor * diff * vec3(texture(diffuseTex, TexCoords)) * intensity;
// float specularStrength = 0.5f;
// vec3 viewDir = normalize(viewPos - FragPos);
// vec3 reflectDir = reflect(-lightDir, norm);
// float spec = pow(max(dot(viewDir, reflectDir), 0.f), 32);
// vec3 specular = specularStrength * spec * lightColor * texture(specTex, TexCoords).rgb;
// if(texture(specTex, TexCoords).r < 0.1f)
// discard;
//vec3 result = (ambient + diffuse + specular) * objectColor;
FragColor = vec4(ambient, 1.f);
}