#version 330 core struct Material { sampler2D diffuse; sampler2D specular; float shininess; }; out vec4 FragColor; in vec3 FragPos; in vec3 Normal; in vec2 TexCoords; uniform vec3 viewPos; uniform Material material; struct DirLight { vec3 direction; vec3 ambient; vec3 diffuse; vec3 specular; }; struct PointLight { vec3 position; vec3 ambient; vec3 diffuse; vec3 specular; float constant; float linear; float quadratic; }; struct SpotLight { vec3 direction; vec3 position; vec3 diffuse; vec3 specular; vec3 ambient; float constant; float linear; float quadratic; float cut_off; float outer_cut_off; }; #define MAX_LIGHTS 4 uniform int pointLightCount = 0; uniform PointLight pointLights[MAX_LIGHTS]; uniform int dirLightCount = 0; uniform DirLight dirLights[MAX_LIGHTS]; uniform int spotLightCount = 0; uniform SpotLight spotLights[MAX_LIGHTS]; float near = 0.1; float far = 100.0; vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir) { vec3 mat_tex = vec3(texture(material.diffuse, TexCoords)); vec3 spec_tex = vec3(texture(material.specular, TexCoords)); vec3 lightDir = normalize(-light.direction); // diffuse shading float diff = max(dot(normal, lightDir), 0.0); // specular shading vec3 reflectDir = reflect(-lightDir, normal); float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess); vec3 ambient = light.ambient * mat_tex; vec3 diffuse = light.diffuse * diff * mat_tex; vec3 specular = light.specular * spec * spec_tex; return ambient + diffuse + specular; } vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir) { vec3 mat_tex = vec3(texture(material.diffuse, TexCoords)); vec3 spec_tex = vec3(texture(material.specular, TexCoords)); vec3 lightDir = normalize(light.position - fragPos); // diffuse shading float diff = max(dot(normal, lightDir), 0.0); // specular shading vec3 reflectDir = reflect(-lightDir, normal); float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess); // attenuation float distance = length(light.position - fragPos); float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance)); vec3 ambient = light.ambient * mat_tex; vec3 diffuse = light.diffuse * diff * mat_tex; vec3 specular = light.specular * spec * spec_tex; ambient *= attenuation; diffuse *= attenuation; specular *= attenuation; return ambient + diffuse + specular; } vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir) { vec3 mat_tex = vec3(texture(material.diffuse, TexCoords)); vec3 spec_tex = vec3(texture(material.specular, TexCoords)); vec3 lightDir = normalize(light.position - fragPos); // diffuse shading float diff = max(dot(normal, lightDir), 0.0); // specular shading vec3 reflectDir = reflect(-lightDir, normal); float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess); // attenuation float distance = length(light.position - fragPos); float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance)); vec3 ambient = light.ambient * mat_tex; vec3 diffuse = light.diffuse * diff * mat_tex; vec3 specular = light.specular * spec * spec_tex; float theta = dot(lightDir, normalize(-light.direction)); float epsilon = light.cut_off - light.outer_cut_off; float intensity = clamp((theta - light.outer_cut_off) / epsilon, 0.0, 1.0); diffuse *= intensity; specular *= intensity; ambient *= attenuation; diffuse *= attenuation; specular *= attenuation; return ambient + diffuse + specular; } float LinearizeDepth(float depth) { float ndc = depth * 2.0 - 1.0; return (2.0 * near * far) / (far + near - ndc * (far - near)); } void main() { vec3 norm = normalize(Normal); vec3 viewDir = normalize(viewPos - FragPos); // kick it off with the first dirlight vec3 result = CalcDirLight(dirLights[0], norm, viewDir); // then augment with more (off by one) for(int i = 1; i < dirLightCount; i++) { result += CalcDirLight(dirLights[i], norm, viewDir); } for(int i = 0; i < pointLightCount; i++) { result += CalcPointLight(pointLights[i], norm, FragPos, viewDir); } for(int i = 0; i < spotLightCount; i++) { result += CalcSpotLight(spotLights[i], norm, FragPos, viewDir); } FragColor = vec4(result, 1.0); // float depth = LinearizeDepth(gl_FragCoord.z) / far; // FragColor = vec4(vec3(depth), 1.0); }