Saxum/Shader/phong.fsh

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#version 150
in vec3 vNormal;
in vec2 vTexCoord;
in vec4 fragPosition;
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out vec4 oColor;
uniform sampler2D uTexture;
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uniform vec3 ambientColor;
uniform float ambientFactor;
uniform float diffuseFactor;
uniform float specularFactor;
uniform vec3 camera;
uniform float shininess;
uniform int lightCount;
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uniform vec3 directionalLightVector;
uniform vec3 directionalColor;
uniform float directionalIntensity;
uniform vec3 lightSources[128];
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uniform vec3 lightColors[128];
uniform float lightIntensities[128];
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uniform float fogStart;
uniform vec4 fogColor;
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void main()
{
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vec3 ambientColor = ambientFactor * ambientColor;
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vec3 diffuseColor = vec3(0.0, 0.0, 0.0);
vec3 specularColor = vec3(0.0, 0.0, 0.0);
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if(length(directionalLightVector)>0.0f) {
vec3 directionalVector = normalize(directionalLightVector);
diffuseColor += clamp(dot(normalize(vNormal), directionalVector)
*diffuseFactor*directionalIntensity*directionalColor, 0.0, 1.0);
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vec3 cameraVector = normalize(camera - vec3(fragPosition));
specularColor += clamp(pow((dot((cameraVector+directionalVector),normalize(vNormal))/(length(cameraVector+directionalVector)*length(normalize(vNormal)))),shininess), 0.0, 1.0)
*specularFactor*directionalIntensity*directionalColor;
}
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for(int i = 0; i<lightCount; i++) {
float distance = distance(lightSources[i], vec3(fragPosition));
// only take lights into account with meaningful contribution
if (distance > 0.001f) {
vec3 lightVector = normalize(lightSources[i]-vec3(fragPosition));
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float intensity = clamp(exp(-(1/lightIntensities[i])*distance), 0.0, 1.0);
diffuseColor += clamp(dot(normalize(vNormal), lightVector)
*diffuseFactor*intensity*lightColors[i], 0.0, 1.0);
vec3 cameraVector = normalize(camera - vec3(fragPosition));
specularColor += clamp(pow((dot((cameraVector+lightVector),normalize(vNormal))/(length(cameraVector+lightVector)*length(normalize(vNormal)))),shininess), 0.0, 1.0)
*specularFactor*intensity*lightColors[i];
}
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}
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vec3 finalColor = specularColor + diffuseColor + ambientColor;
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float distanceCamera = distance(camera, vec3(fragPosition));
float fogFactor = clamp((1.0 - exp(-distanceCamera+fogStart)), 0.0, 1.0);
fogFactor = mix(fogFactor, 0.0, clamp((1.0 - exp(-fragPosition.y+20.0)), 0.0, 1.0));
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vec4 texture = texture(uTexture, vTexCoord).rgba;
oColor = vec4(finalColor, 1.0f)*texture;
oColor = mix(oColor, fogColor, fogFactor);
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}