- fix positions of lights - fix normal vector bug (mat4->mat3) - change light color
47 lines
1.3 KiB
GLSL
47 lines
1.3 KiB
GLSL
#version 430 core
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in layout(location = 0) vec3 normal;
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in layout(location = 1) vec2 textureCoordinates;
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in layout(location = 2) vec3 worldPositions;
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uniform vec3 lightPositions[3];
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uniform vec3 cameraPosition;
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out vec4 color;
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float rand(vec2 co) {
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return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);
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}
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float dither(vec2 uv) {
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return (rand(uv) * 2.0 - 1.0) / 256.0;
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}
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const vec3 objectColor = vec3(1.0, 1.0, 1.0);
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const vec3 lightColor = vec3(0.5, 0.5, 0.5);
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const float ambientStrength = 0.1;
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const float specularStrength = 0.5;
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const float shininess = 32.0;
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void main()
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{
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vec3 norm = normalize(normal);
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vec3 viewDir = normalize(cameraPosition - worldPositions);
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vec3 ambient = ambientStrength * lightColor * objectColor;
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vec3 result = ambient;
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for (int i = 0; i < 3; i++) {
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vec3 lightDir = normalize(lightPositions[i] - worldPositions);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * lightColor;
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vec3 halfwayDir = normalize(lightDir + viewDir); // little optimization (blinn-phong)
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float spec = pow(max(dot(norm, halfwayDir), 0.0), shininess);
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vec3 specular = specularStrength * spec * lightColor;
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result += (diffuse + specular) * objectColor;
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}
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color = vec4(result, 1.0);
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}
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