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#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);
}
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