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authorHampusM <hampus@hampusmat.com>2024-05-23 22:47:30 +0200
committerHampusM <hampus@hampusmat.com>2024-05-23 22:47:30 +0200
commit36886e343781bf0ddf7458d5c6db5b5724c918e4 (patch)
treeac99b294c57f9646ad100b00da719fa870b4efd9 /engine/fragment.glsl
parentf47ce90430f36e74d713e22781a34f89149f7ea5 (diff)
feat(engine): add directional light
Diffstat (limited to 'engine/fragment.glsl')
-rw-r--r--engine/fragment.glsl51
1 files changed, 45 insertions, 6 deletions
diff --git a/engine/fragment.glsl b/engine/fragment.glsl
index cc46f36..5bf5ff2 100644
--- a/engine/fragment.glsl
+++ b/engine/fragment.glsl
@@ -3,7 +3,7 @@
#preinclude "light.glsl"
#preinclude "vertex_data.glsl"
-#define MAX_POINT_LIGHT_CNT 64
+#define MAX_LIGHT_CNT 64
out vec4 FragColor;
@@ -12,23 +12,62 @@ in VertexData vertex_data;
uniform vec3 view_pos;
uniform sampler2D input_texture;
uniform Material material;
-uniform PointLight point_lights[MAX_POINT_LIGHT_CNT];
+
+uniform PointLight point_lights[MAX_LIGHT_CNT];
uniform int point_light_cnt;
+uniform DirectionalLight directional_lights[MAX_LIGHT_CNT];
+uniform int directional_light_cnt;
+
void main()
{
vec3 ambient_light = calc_ambient_light(material, vertex_data.texture_coords);
+ vec3 directional_light_sum = vec3(0.0, 0.0, 0.0);
+
+ for (int dl_index = 0; dl_index < directional_light_cnt; dl_index++) {
+ CalculatedLight calculated_dir_light;
+
+ calc_light(
+ // Negated since we want the light to point from the light direction
+ normalize(-directional_lights[dl_index].direction),
+ directional_lights[dl_index].phong,
+ vertex_data,
+ view_pos,
+ material,
+ calculated_dir_light
+ );
+
+ directional_light_sum +=
+ calculated_dir_light.diffuse + calculated_dir_light.specular;
+ }
+
vec3 point_light_sum = vec3(0.0, 0.0, 0.0);
for (int pl_index = 0; pl_index < point_light_cnt; pl_index++) {
- point_light_sum += calc_point_light(
- point_lights[pl_index],
+ vec3 light_direction =
+ normalize(point_lights[pl_index].position - vertex_data.world_space_pos);
+
+ CalculatedLight calculated_point_light;
+
+ calc_light(
+ light_direction,
+ point_lights[pl_index].phong,
vertex_data,
view_pos,
- material
+ material,
+ calculated_point_light
);
+
+ float attenuation =
+ calc_attenuation(point_lights[pl_index], vertex_data.world_space_pos);
+
+ calculated_point_light.diffuse *= attenuation;
+ calculated_point_light.specular *= attenuation;
+
+ point_light_sum +=
+ calculated_point_light.diffuse + calculated_point_light.specular;
}
- FragColor = vec4((ambient_light + point_light_sum), 1.0);
+ FragColor = vec4((ambient_light + directional_light_sum + point_light_sum), 1.0);
}