#version 430 core in layout(location = 0) vec3 normal; in layout(location = 1) vec3 vertex; in layout(location = 2) vec2 UV; in layout(location = 3) mat3 TBN; layout(binding = 0) uniform sampler2D diffuseTexture; layout(binding = 1) uniform sampler2D normalTexture; uniform bool isIlluminated; uniform bool isTextured; uniform bool isNormalMapped; uniform bool isInverted; uniform layout(location = 6) mat4 MVP; uniform layout(location = 7) mat4 MV; uniform layout(location = 8) mat4 MVnormal; // point lights struct Light { vec3 position; mat4 MV; bool is_spot; vec3 spot_target; // MV space coordinates }; //named #define N_LIGHTS 3 uniform Light light[N_LIGHTS]; out vec4 color; // constants float shininess = 15; vec3 c_diffuse = vec3(0.75390625, 0.4296875, 0.4375); vec3 c_emissive = vec3(0.01171875, 0.0, 0.15234375); vec3 c_specular = vec3(0.9453125, 0.94921875, 0.84765625); float spot_cuttof_angle = cos(1.5 / 180.0 * 3.1415926535); void main_(vec4 basecolor) { vec3 nnormal; if (isNormalMapped) { vec3 tangential = texture(normalTexture, UV).rgb * 2.0 - 1.0; nnormal = TBN * -normalize(tangential); } else { nnormal = normalize(normal); } float diffuse_intensity = 0.0; float specular_intensity = 0.0; for (int i = 0; i<3; i++) { vec3 L = vec3(light[i].MV * vec4(light[i].position, 1.0f)) - vertex; float l = length(L); float attenuation = clamp(2000/(1 + 1*l + 0.1*l*l), 0.0, 1.25); L = normalize(L); if (light[i].is_spot) { vec3 L2 = normalize(vec3(light[i].MV * vec4(light[i].position, 1.0f)) - light[i].spot_target); if (dot(L2, L) < spot_cuttof_angle) { continue; } attenuation *= 30; } float diffuse_i = dot(nnormal, L); float specular_i = pow(dot(reflect(-L, nnormal), normalize(vec3(0,0,0) - vertex)), shininess); if (diffuse_i > 0) diffuse_intensity += attenuation*diffuse_i; if (specular_i > 0) specular_intensity += attenuation*specular_i; } //diffuse_intensity *= 1.0 / N_LIGHTS; //specular_intensity *= 1.0 / N_LIGHTS; //float intensity = dot(normalize(normal), normalize(light_pos_2)); //color = vec4(0.5 * normal + 0.5, 1.0); color = basecolor * vec4(c_emissive + c_diffuse*diffuse_intensity, 1.0f) + vec4(c_specular*specular_intensity, 1.0f); } void main() { if(isIlluminated) { if (isTextured) { c_diffuse = vec3(0.9); c_emissive = vec3(0.2); main_(texture(diffuseTexture, UV)); } else { main_(vec4(1.0)); } } else { color = texture(diffuseTexture, UV); } if (isInverted) { color.r = 1 - color.r; color.g = 1 - color.g; color.b = 1 - color.b; } }