diff options
Diffstat (limited to 'engine/src/renderer/opengl/glsl/fragment.glsl')
-rw-r--r-- | engine/src/renderer/opengl/glsl/fragment.glsl | 73 |
1 files changed, 73 insertions, 0 deletions
diff --git a/engine/src/renderer/opengl/glsl/fragment.glsl b/engine/src/renderer/opengl/glsl/fragment.glsl new file mode 100644 index 0000000..5bf5ff2 --- /dev/null +++ b/engine/src/renderer/opengl/glsl/fragment.glsl @@ -0,0 +1,73 @@ +#version 330 core + +#preinclude "light.glsl" +#preinclude "vertex_data.glsl" + +#define MAX_LIGHT_CNT 64 + +out vec4 FragColor; + +in VertexData vertex_data; + +uniform vec3 view_pos; +uniform sampler2D input_texture; +uniform Material material; + +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++) { + 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, + 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 + directional_light_sum + point_light_sum), 1.0); +} |