5200ba4dbe
Next up is attenuation
43 lines
1.2 KiB
GLSL
43 lines
1.2 KiB
GLSL
#version 430
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struct Light
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{
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vec3 position;
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vec3 ambient;
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vec3 diffuse;
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};
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in vec3 fragment_position;
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in vec3 fragment_normal;
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in float fragment_specular_exponent;
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#define MAX_LIGHTS 16
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layout(location = 4) uniform Light lights[MAX_LIGHTS];
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layout(location = 68) uniform uint num_lights;
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layout(location = 69) uniform vec3 eye_position;
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out vec4 frag_color;
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void main()
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{
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vec3 hard_eye_position = vec3(0.0f, 0.0f, -5.0f);
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vec3 norm_normal = normalize(fragment_normal);
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vec3 norm_eye_vector = normalize(eye_position - fragment_position);
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vec3 accum = vec3(0.0);
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float diffuse_multiplier;
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float specular_multiplier;
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vec3 light_vector;
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vec3 reflected_light_vector;
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for (uint i = 0; i < MAX_LIGHTS && i < num_lights; ++i) {
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light_vector = normalize(lights[i].position - fragment_position);
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reflected_light_vector = reflect(-light_vector, norm_normal);
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diffuse_multiplier = clamp(dot(light_vector, norm_normal), 0.0, 1.0);
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specular_multiplier = pow(clamp(dot(reflected_light_vector, norm_eye_vector), 0.0, 1.0), fragment_specular_exponent);
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accum += lights[i].ambient;
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accum += diffuse_multiplier * lights[i].diffuse;
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accum += specular_multiplier * lights[i].diffuse;
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}
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frag_color = vec4(accum, 1.0);
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} |