#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); }