60 lines
1.3 KiB
GLSL
60 lines
1.3 KiB
GLSL
#version 440
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in vec3 f_color;
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out vec4 FragColors;
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uniform vec3 Kd;
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uniform vec3 Ka;
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uniform vec3 Ks;
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uniform float Shininess;
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struct LightInfo {
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vec4 Position;
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vec3 Intensity;
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float SpotCutoff;
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float SpotInnerCutoff;
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float SpotExponent;
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vec3 SpotDirection;
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};
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uniform LightInfo Light[64];
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uniform int LightCount;
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in vec3 fNormal;
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in vec3 pos;
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in vec2 texCoord;
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uniform sampler2D tex1;
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void main()
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{
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vec3 finalColor;
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vec3 diffuse_sum;
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vec3 specular_sum;
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vec3 ambient;
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float D;
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float attenuation;
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D = distance(Light[0].Position.xyz, pos);
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attenuation = 1 / (1 + 0.01 * D + 0.001 * D * D);
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ambient = Ka * Light[0].Intensity * attenuation;
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for (int i=0; i<LightCount; i++)
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{
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D = distance(Light[i].Position.xyz, pos);
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attenuation = 1 / (1 + 0.01 * D + 0.001 * D * D);
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vec3 L = normalize(Light[i].Position.xyz - pos);
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vec3 N = fNormal;
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vec3 V = normalize(-pos);
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//vec3 R = normalize(reflect(-L, N));
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vec3 H = normalize(V + L);
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vec3 diffuse = Kd * Light[i].Intensity * max(dot(L, N), 0.0) * attenuation;
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vec3 specular = Ks * Light[i].Intensity * pow(max(dot(H, N), 0.0), Shininess) * attenuation;
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diffuse_sum += diffuse;
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specular_sum += specular;
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}
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FragColors = vec4(diffuse_sum + specular_sum + ambient, 1);
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} |