forkkmuopengl/BaseGLProject/DSLightPass.frag

45 lines
1.1 KiB
GLSL

#version 440
out vec4 FragColor;
in vec2 uv;
uniform sampler2D pos_tex;
uniform sampler2D normal_tex;
uniform sampler2D color_tex;
struct Light {
vec3 Position;
vec3 Color;
};
uniform int NLights;
uniform Light lights[64];
uniform vec3 view_pos;
void main()
{
vec3 FragPos = texture(pos_tex, uv).rgb;
vec3 Normal = texture(normal_tex, uv).rgb;
vec3 Albedo = texture(color_tex, uv).rgb;
float Specular = 0.5f;
// then calculate lighting as usual
vec3 lighting = Albedo * 0.1; // hard-coded ambient component
vec3 viewDir = normalize(view_pos - FragPos);
for (int i = 0; i < NLights; ++i)
{
vec3 L = normalize(lights[i].Position.xyz - FragPos);
vec3 V = normalize(view_pos - FragPos);
vec3 H = normalize(V + L);
vec3 diffuse = max(dot(Normal, L), 0.0) * Albedo * lights[i].Color;
// specular
float spec = pow(max(dot(Normal, H), 0.0), 16.0);
vec3 specular = lights[i].Color * spec * Specular;
lighting += diffuse + specular;
}
FragColor = vec4(lighting, 1.0);
}