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Diffstat (limited to 'gfx/gl/shaders/lightingShader.fs')
-rw-r--r-- | gfx/gl/shaders/lightingShader.fs | 62 |
1 files changed, 62 insertions, 0 deletions
diff --git a/gfx/gl/shaders/lightingShader.fs b/gfx/gl/shaders/lightingShader.fs new file mode 100644 index 0000000..b0ca20a --- /dev/null +++ b/gfx/gl/shaders/lightingShader.fs @@ -0,0 +1,62 @@ +#version 330 core +#extension GL_ARB_shading_language_420pack : enable + +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); + +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); + + FragColor = vec3(Diffuse * lighting); +} |