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#version 330 core
#preinclude "light.glsl"
#define MAX_POINT_LIGHT_CNT 64
out vec4 FragColor;
in vec2 in_texture_coords;
in vec3 in_frag_pos;
in vec3 in_normal;
uniform vec3 view_pos;
uniform sampler2D input_texture;
uniform Material material;
uniform PointLight point_lights[MAX_POINT_LIGHT_CNT];
uniform int point_light_cnt;
void main()
{
vec3 ambient_light = calc_ambient_light(material, in_texture_coords);
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],
in_frag_pos,
in_normal,
in_texture_coords,
view_pos,
material
);
}
FragColor = vec4((ambient_light + point_light_sum), 1.0);
}
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