56 lines
1.1 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;
};
uniform LightInfo Light[64];
uniform int LightCount;
in vec3 fNormal;
in vec3 pos;
void main()
{
vec3 finalColor;
vec3 ambient;
ambient = Ka * Light[0].Intensity;
for (int i=0; i< LightCount; i++)
{
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);
//Discretizing the diffuse component between (here 3) levels
const int levels = 3;
const float scaleFactor = 1.0 / levels;
float cosine = dot(L, N); // Between 0 and 1
float value = floor( cosine * levels) * scaleFactor;
vec3 diffuse = Kd * Light[i].Intensity * max(dot(L, N), 0.0) * value;
// Not needed for cartoon shader
//vec3 specular = Ks * Light[i].Intensity * pow(max(dot(H, N), 0.0), Shininess);
//dirty trick to stay with the same shader params
finalColor = finalColor + diffuse;
}
FragColors = vec4(finalColor + ambient, 1);
}