diff options
author | HampusM <hampus@hampusmat.com> | 2024-05-22 21:22:19 +0200 |
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committer | HampusM <hampus@hampusmat.com> | 2024-05-22 21:22:19 +0200 |
commit | db4017c1165b9ba02655508e615d161a4c42acf0 (patch) | |
tree | 31e93c201596ea4f9f9b588e13a07a45bb6e1535 | |
parent | 944518fa4c3523bdc3e299e03e52613efaaf46b3 (diff) |
refactor(engine): make shader functions not use uniforms directly
-rw-r--r-- | engine/fragment.glsl | 15 | ||||
-rw-r--r-- | engine/light.glsl | 15 |
2 files changed, 22 insertions, 8 deletions
diff --git a/engine/fragment.glsl b/engine/fragment.glsl index a9d192b..9becd4c 100644 --- a/engine/fragment.glsl +++ b/engine/fragment.glsl @@ -10,19 +10,28 @@ in vec3 in_frag_pos; in vec3 in_normal; uniform vec3 view_pos; - uniform sampler2D input_texture; +uniform Material material; +uniform PointLight light; void main() { - vec3 ambient_light = calc_ambient_light(in_texture_coords); + vec3 ambient_light = calc_ambient_light(material, in_texture_coords); vec3 light_direction = normalize(light.position - in_frag_pos); vec3 norm = normalize(in_normal); - vec3 diffuse_light = calc_diffuse_light(light_direction, norm, in_texture_coords); + vec3 diffuse_light = calc_diffuse_light( + material, + light, + light_direction, + norm, + in_texture_coords + ); vec3 specular_light = calc_specular_light( + material, + light, light_direction, norm, view_pos, diff --git a/engine/light.glsl b/engine/light.glsl index 04a42f5..e9b2a61 100644 --- a/engine/light.glsl +++ b/engine/light.glsl @@ -21,16 +21,19 @@ struct PointLight { float linear; float quadratic; }; - -uniform Material material; -uniform PointLight light; -vec3 calc_ambient_light(in vec2 texture_coords) +vec3 calc_ambient_light(in Material material, in vec2 texture_coords) { return vec3(texture(material.ambient_map, texture_coords)) * material.ambient; } -vec3 calc_diffuse_light(in vec3 light_dir, in vec3 norm, in vec2 texture_coords) +vec3 calc_diffuse_light( + in Material material, + in PointLight light, + in vec3 light_dir, + in vec3 norm, + in vec2 texture_coords +) { float diff = max(dot(norm, light_dir), 0.0); @@ -40,6 +43,8 @@ vec3 calc_diffuse_light(in vec3 light_dir, in vec3 norm, in vec2 texture_coords) } vec3 calc_specular_light( + in Material material, + in PointLight light, in vec3 light_dir, in vec3 norm, in vec3 view_pos, |