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-rw-r--r--engine/src/renderer/opengl/glsl/fragment.glsl73
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
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--- /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);
+}