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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-11-19 15:04:30 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-11-23 18:38:43 +0000 |
commit | ffdaa93edf5eeaf9db7dc17e51554a77dd9d596d (patch) | |
tree | 5ec8af60e0761417d4f80a012679e3071de59888 /gfx | |
parent | Shared context, persist main window in test, send test for upcoming pointlight (diff) | |
download | ilt-ffdaa93edf5eeaf9db7dc17e51554a77dd9d596d.tar.bz2 ilt-ffdaa93edf5eeaf9db7dc17e51554a77dd9d596d.tar.xz ilt-ffdaa93edf5eeaf9db7dc17e51554a77dd9d596d.zip |
Separate out the illumation of the scene
Diffstat (limited to 'gfx')
-rw-r--r-- | gfx/gl/shaders/directionalLight.fs | 18 | ||||
-rw-r--r-- | gfx/gl/shaders/lightingShader.fs | 52 |
2 files changed, 22 insertions, 48 deletions
diff --git a/gfx/gl/shaders/directionalLight.fs b/gfx/gl/shaders/directionalLight.fs new file mode 100644 index 0000000..7562f96 --- /dev/null +++ b/gfx/gl/shaders/directionalLight.fs @@ -0,0 +1,18 @@ +#version 330 core +#extension GL_ARB_shading_language_420pack : enable + +out vec3 FragColor; + +in vec2 TexCoords; + +layout(binding = 1) uniform sampler2D gNormal; + +uniform vec3 lightDirection; +uniform vec3 lightColour; + +void +main() +{ + const vec3 Normal = texture(gNormal, TexCoords).rgb; + FragColor = dot(-lightDirection, Normal) * lightColour; +} diff --git a/gfx/gl/shaders/lightingShader.fs b/gfx/gl/shaders/lightingShader.fs index b0ca20a..4646b75 100644 --- a/gfx/gl/shaders/lightingShader.fs +++ b/gfx/gl/shaders/lightingShader.fs @@ -5,58 +5,14 @@ out vec3 FragColor; in vec2 TexCoords; -layout(binding = 0) uniform sampler2D gPosition; -layout(binding = 1) uniform sampler2D gNormal; layout(binding = 2) uniform sampler2D gAlbedoSpec; - -// struct Light { -// vec3 Position; -// vec3 Color; - -// float Linear; -// float Quadratic; -// float Radius; -//}; -// const int NR_LIGHTS_MAX = 12; -// uniform Light lights[NR_LIGHTS_MAX]; -// uniform vec3 viewPos; - -uniform vec3 lightDirection = normalize(vec3(1, 0, -1)); -uniform vec3 lightColor = vec3(0.6, 0.6, 0.6); -uniform vec3 ambientColor = vec3(0.5, 0.5, 0.5); +layout(binding = 3) uniform sampler2D gIllumination; void main() { - // retrieve data from gbuffer - // const vec3 FragPos = texture(gPosition, TexCoords).rgb; - const vec3 Normal = texture(gNormal, TexCoords).rgb; - const vec3 Diffuse = texture(gAlbedoSpec, TexCoords).rgb; - // float Specular = texture(gAlbedoSpec, TexCoords).a; - - // then calculate lighting as usual - // vec3 lighting = Diffuse; - const vec3 lighting = ambientColor + clamp((dot(-lightDirection, Normal) * lightColor), 0, 0.5); - // vec3 viewDir = normalize(viewPos - FragPos); - // for (int i = 0; i < NR_LIGHTS_MAX; ++i) { - // calculate distance between light source and current fragment - // float distance = length(lights[i].Position - FragPos); - // if (distance < lights[i].Radius) { - // diffuse - // vec3 lightDir = normalize(lights[i].Position - FragPos); - // vec3 diffuse = max(dot(Normal, lightDir), 0.0) * Diffuse * lights[i].Color; - // specular - // vec3 halfwayDir = normalize(lightDir + viewDir); - // float spec = pow(max(dot(Normal, halfwayDir), 0.0), 16.0); - // vec3 specular = lights[i].Color * spec * Specular; - // attenuation - // float attenuation = 1.0 / (1.0 + lights[i].Linear * distance + lights[i].Quadratic * distance * distance); - // diffuse *= attenuation; - // specular *= attenuation; - // lighting += diffuse + specular; - //} - //} - // FragColor = vec4(lighting, 1.0); + const vec3 Albedo = texture(gAlbedoSpec, TexCoords).rgb; + const vec3 Illumination = texture(gIllumination, TexCoords).rgb; - FragColor = vec3(Diffuse * lighting); + FragColor = Albedo * Illumination; } |