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#version 330 core
#ifndef LIGHT_GLSL
#define LIGHT_GLSL
struct Material {
vec3 ambient;
vec3 diffuse;
vec3 specular;
sampler2D ambient_map;
sampler2D diffuse_map;
sampler2D specular_map;
float shininess;
};
struct PointLight {
vec3 position;
vec3 diffuse;
vec3 specular;
float constant;
float linear;
float quadratic;
};
uniform Material material;
uniform PointLight light;
vec3 calc_ambient_light(in vec2 texture_coords)
{
return vec3(texture(material.ambient_map, texture_coords)) * material.ambient;
}
vec3 calc_diffuse_light(in vec3 light_dir, in vec3 norm, in vec2 texture_coords)
{
float diff = max(dot(norm, light_dir), 0.0);
return light.diffuse * (
diff * (vec3(texture(material.diffuse_map, texture_coords)) * material.diffuse)
);
}
vec3 calc_specular_light(
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.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.constant + point_light.linear
* light_distance + point_light.quadratic
* pow(light_distance, 2));
}
#endif
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