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#version 330 core
#ifndef LIGHT_GLSL
#define LIGHT_GLSL
#preinclude "vertex_data.glsl"
struct Material
{
vec3 ambient;
vec3 diffuse;
vec3 specular;
sampler2D ambient_map;
sampler2D diffuse_map;
sampler2D specular_map;
float shininess;
};
struct LightPhong
{
vec3 diffuse;
vec3 specular;
};
struct AttenuationProperties
{
float constant;
float linear;
float quadratic;
};
struct PointLight
{
LightPhong phong;
vec3 position;
AttenuationProperties attenuation_props;
};
struct DirectionalLight
{
LightPhong phong;
vec3 direction;
};
struct CalculatedLight
{
vec3 diffuse;
vec3 specular;
};
vec3 calc_ambient_light(in Material material, in vec2 texture_coords)
{
return vec3(texture(material.ambient_map, texture_coords)) * material.ambient;
}
vec3 calc_diffuse_light(
in Material material,
in LightPhong light_phong,
in vec3 light_dir,
in vec3 norm,
in vec2 texture_coords
)
{
float diff = max(dot(norm, light_dir), 0.0);
return light_phong.diffuse * (
diff * (vec3(texture(material.diffuse_map, texture_coords)) * material.diffuse)
);
}
vec3 calc_specular_light(
in Material material,
in LightPhong light_phong,
in vec3 light_dir,
in vec3 norm,
in vec3 view_pos,
in vec3 frag_pos,
in vec2 texture_coords
)
{
vec3 view_direction = normalize(view_pos - frag_pos);
vec3 reflect_direction = reflect(-light_dir, norm);
float spec =
pow(max(dot(view_direction, reflect_direction), 0.0), material.shininess);
return light_phong.specular * (
spec * (vec3(texture(material.specular_map, texture_coords)) * material.specular)
);
}
float calc_attenuation(in PointLight point_light, in vec3 position)
{
float light_distance = length(point_light.position - position);
return 1.0 / (point_light.attenuation_props.constant
+ point_light.attenuation_props.linear
* light_distance + point_light.attenuation_props.quadratic
* pow(light_distance, 2));
}
void calc_light(
in vec3 light_direction,
in LightPhong light_phong,
in VertexData vertex_data,
in vec3 view_pos,
in Material material,
out CalculatedLight calculated_light
)
{
vec3 norm = normalize(vertex_data.world_space_normal);
calculated_light.diffuse = calc_diffuse_light(
material,
light_phong,
light_direction,
norm,
vertex_data.texture_coords
);
calculated_light.specular = calc_specular_light(
material,
light_phong,
light_direction,
norm,
view_pos,
vertex_data.world_space_pos,
vertex_data.texture_coords
);
}
#endif
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