forkkmuopengl/BaseGLProject/tex_spotlight.frag

60 lines
1.3 KiB
GLSL

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