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path: root/engine/src/renderer/opengl/glsl/fragment.glsl
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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);
}