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-rw-r--r--engine/light.glsl133
1 files changed, 0 insertions, 133 deletions
diff --git a/engine/light.glsl b/engine/light.glsl
deleted file mode 100644
index 1bc23a4..0000000
--- a/engine/light.glsl
+++ /dev/null
@@ -1,133 +0,0 @@
-#version 330 core
-
-#ifndef LIGHT_GLSL
-#define LIGHT_GLSL
-
-#preinclude "vertex_data.glsl"
-
-struct Material
-{
- vec3 ambient;
- vec3 diffuse;
- vec3 specular;
- sampler2D ambient_map;
- sampler2D diffuse_map;
- sampler2D specular_map;
- float shininess;
-};
-
-struct LightPhong
-{
- vec3 diffuse;
- vec3 specular;
-};
-
-struct AttenuationProperties
-{
- float constant;
- float linear;
- float quadratic;
-};
-
-struct PointLight
-{
- LightPhong phong;
- vec3 position;
- AttenuationProperties attenuation_props;
-};
-
-struct DirectionalLight
-{
- LightPhong phong;
- vec3 direction;
-};
-
-struct CalculatedLight
-{
- vec3 diffuse;
- vec3 specular;
-};
-
-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 Material material,
- in LightPhong light_phong,
- in vec3 light_dir,
- in vec3 norm,
- in vec2 texture_coords
-)
-{
- float diff = max(dot(norm, light_dir), 0.0);
-
- return light_phong.diffuse * (
- diff * (vec3(texture(material.diffuse_map, texture_coords)) * material.diffuse)
- );
-}
-
-vec3 calc_specular_light(
- in Material material,
- in LightPhong light_phong,
- in vec3 light_dir,
- in vec3 norm,
- in vec3 view_pos,
- in vec3 frag_pos,
- in vec2 texture_coords
-)
-{
- vec3 view_direction = normalize(view_pos - frag_pos);
-
- vec3 reflect_direction = reflect(-light_dir, norm);
-
- float spec =
- pow(max(dot(view_direction, reflect_direction), 0.0), material.shininess);
-
- return light_phong.specular * (
- spec * (vec3(texture(material.specular_map, texture_coords)) * material.specular)
- );
-}
-
-float calc_attenuation(in PointLight point_light, in vec3 position)
-{
- float light_distance = length(point_light.position - position);
-
- return 1.0 / (point_light.attenuation_props.constant
- + point_light.attenuation_props.linear
- * light_distance + point_light.attenuation_props.quadratic
- * pow(light_distance, 2));
-}
-
-void calc_light(
- in vec3 light_direction,
- in LightPhong light_phong,
- in VertexData vertex_data,
- in vec3 view_pos,
- in Material material,
- out CalculatedLight calculated_light
-)
-{
- vec3 norm = normalize(vertex_data.world_space_normal);
-
- calculated_light.diffuse = calc_diffuse_light(
- material,
- light_phong,
- light_direction,
- norm,
- vertex_data.texture_coords
- );
-
- calculated_light.specular = calc_specular_light(
- material,
- light_phong,
- light_direction,
- norm,
- view_pos,
- vertex_data.world_space_pos,
- vertex_data.texture_coords
- );
-}
-
-#endif