66 lines
1.3 KiB
GLSL

#version 440
in vec3 f_color;
out vec4 FragColors;
uniform vec3 Ka;
uniform vec3 Ks;
uniform float Shininess;
struct LightInfo {
vec4 Position;
vec3 Intensity;
};
uniform LightInfo Light[64];
uniform int LightCount;
in vec3 fNormal;
in vec3 pos;
in mat3x3 tangentMatrix;
in vec2 texCoord;
uniform int TexCount;
uniform sampler2D tex[32];
uniform sampler2D nmap;
void main()
{
vec3 finalColor;
vec3 diffuse_sum;
vec3 specular_sum;
vec3 ambient_sum;
vec3 N = texture(nmap, texCoord).xyz;
vec4 Kd = texture(tex[0], texCoord);
for (int i=1; i < TexCount; i++)
{
vec4 new_tex = texture(tex[i], texCoord);
Kd = mix(new_tex, Kd, new_tex.a);
}
for (int i=0; i<LightCount; i++)
{
vec3 L = normalize(tangentMatrix * (Light[i].Position.xyz - pos));
vec3 V = normalize(tangentMatrix * (-pos));
//vec3 R = normalize(reflect(-L, N));
vec3 H = normalize(V + L);
vec3 ambient = Ka * Light[i].Intensity;
vec3 diffuse = Kd.xyz * Light[i].Intensity * max(dot(L, N), 0.0);
vec3 specular = Ks * Light[i].Intensity * pow(max(dot(H, N), 0.0), Shininess);
ambient_sum += ambient;
diffuse_sum += diffuse;
specular_sum += specular;
}
ambient_sum /= LightCount;
FragColors = (vec4(diffuse_sum + ambient_sum + specular_sum, 1));
}