mirror of https://github.com/mode777/rayjs.git
88 lines
2.2 KiB
Forth
88 lines
2.2 KiB
Forth
|
#version 330
|
||
|
|
||
|
// Input vertex attributes (from vertex shader)
|
||
|
in vec3 fragPosition;
|
||
|
in vec2 fragTexCoord;
|
||
|
//in vec4 fragColor;
|
||
|
in vec3 fragNormal;
|
||
|
|
||
|
// Input uniform values
|
||
|
uniform sampler2D texture0;
|
||
|
uniform vec4 colDiffuse;
|
||
|
|
||
|
// Output fragment color
|
||
|
out vec4 finalColor;
|
||
|
|
||
|
// NOTE: Add here your custom variables
|
||
|
|
||
|
#define MAX_LIGHTS 4
|
||
|
#define LIGHT_DIRECTIONAL 0
|
||
|
#define LIGHT_POINT 1
|
||
|
|
||
|
struct MaterialProperty {
|
||
|
vec3 color;
|
||
|
int useSampler;
|
||
|
sampler2D sampler;
|
||
|
};
|
||
|
|
||
|
struct Light {
|
||
|
int enabled;
|
||
|
int type;
|
||
|
vec3 position;
|
||
|
vec3 target;
|
||
|
vec4 color;
|
||
|
};
|
||
|
|
||
|
// Input lighting values
|
||
|
uniform Light lights[MAX_LIGHTS];
|
||
|
uniform vec4 ambient;
|
||
|
uniform vec3 viewPos;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
// Texel color fetching from texture sampler
|
||
|
vec4 texelColor = texture(texture0, fragTexCoord);
|
||
|
vec3 lightDot = vec3(0.0);
|
||
|
vec3 normal = normalize(fragNormal);
|
||
|
vec3 viewD = normalize(viewPos - fragPosition);
|
||
|
vec3 specular = vec3(0.0);
|
||
|
|
||
|
// NOTE: Implement here your fragment shader code
|
||
|
|
||
|
|
||
|
for (int i = 0; i < MAX_LIGHTS; i++)
|
||
|
{
|
||
|
if (lights[i].enabled == 1)
|
||
|
{
|
||
|
vec3 light = vec3(0.0);
|
||
|
|
||
|
if (lights[i].type == LIGHT_DIRECTIONAL)
|
||
|
{
|
||
|
light = -normalize(lights[i].target - lights[i].position);
|
||
|
}
|
||
|
|
||
|
if (lights[i].type == LIGHT_POINT)
|
||
|
{
|
||
|
float dist = distance(fragPosition, lights[i].position);
|
||
|
light = normalize(lights[i].position - fragPosition);
|
||
|
|
||
|
float att = clamp(1.0 - dist*dist/(8*8), 0.0, 1.0);
|
||
|
light *= att;
|
||
|
}
|
||
|
|
||
|
float NdotL = max(dot(normal, light), 0.0);
|
||
|
lightDot += lights[i].color.rgb*NdotL;
|
||
|
|
||
|
float specCo = 0.0;
|
||
|
if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // 16 refers to shine
|
||
|
specular += specCo;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
|
||
|
finalColor += texelColor*(ambient/10.0)*colDiffuse;
|
||
|
|
||
|
// Gamma correction
|
||
|
finalColor = pow(finalColor, vec4(1.0/2.2));
|
||
|
}
|