mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-12-21 23:58:51 -05:00
f52a2a6406
subrepo: subdir: "OTRGui" merged: "a6066a251" upstream: origin: "https://github.com/HarbourMasters/otrgui.git" branch: "master" commit: "a6066a251" git-subrepo: version: "0.4.1" origin: "???" commit: "???"
78 lines
1.8 KiB
GLSL
78 lines
1.8 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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// NOTE: Add here your custom variables
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#define MAX_LIGHTS 4
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#define LIGHT_DIRECTIONAL 0
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#define LIGHT_POINT 1
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struct MaterialProperty {
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vec3 color;
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int useSampler;
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sampler2D sampler;
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};
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struct Light {
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int enabled;
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int type;
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vec3 position;
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vec3 target;
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vec4 color;
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};
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// Input lighting values
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uniform Light lights[MAX_LIGHTS];
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uniform vec4 ambient;
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uniform vec3 viewPos;
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void main()
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{
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord);
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vec3 lightDot = vec3(0.0);
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vec3 normal = normalize(fragNormal);
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vec3 viewD = normalize(viewPos - fragPosition);
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vec3 specular = vec3(0.0);
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// NOTE: Implement here your fragment shader code
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for (int i = 0; i < MAX_LIGHTS; i++)
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{
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if (lights[i].enabled == 1)
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{
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vec3 light = vec3(0.0);
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if (lights[i].type == LIGHT_DIRECTIONAL)
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{
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light = -normalize(lights[i].target - lights[i].position);
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}
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if (lights[i].type == LIGHT_POINT)
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{
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light = normalize(lights[i].position - fragPosition);
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}
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float NdotL = max(dot(normal, light), 0.0);
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lightDot += lights[i].color.rgb*NdotL;
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}
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}
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finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
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finalColor += texelColor*(ambient/10.0)*colDiffuse;
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// Gamma correction
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finalColor = pow(finalColor, vec4(1.0/2.2));
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} |