2014-10-20 15:31:26 +00:00
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#version 150
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in vec3 vNormal;
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in vec2 vTexCoord;
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2014-11-03 23:47:35 +00:00
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in vec4 fragPosition;
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2014-10-20 15:31:26 +00:00
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out vec4 oColor;
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uniform sampler2D uTexture;
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2014-11-03 22:54:35 +00:00
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uniform vec3 ambientColor;
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2014-10-31 09:38:57 +00:00
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uniform float ambientFactor;
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2014-11-07 10:37:26 +00:00
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uniform float diffuseFactor;
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uniform float specularFactor;
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uniform vec3 camera;
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uniform float shininess;
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uniform int lightCount;
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uniform vec3 lightSources[128];
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2014-11-03 22:54:35 +00:00
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uniform vec3 lightColors[128];
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2014-11-03 23:47:35 +00:00
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uniform float lightIntensities[128];
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2014-10-20 15:31:26 +00:00
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void main()
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2014-10-31 09:38:57 +00:00
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{
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2014-11-03 22:54:35 +00:00
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vec3 ambientColor = ambientFactor * ambientColor;
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2014-10-31 11:56:09 +00:00
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vec3 diffuseColor = vec3(0.0, 0.0, 0.0);
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2014-11-07 10:37:26 +00:00
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vec3 specularColor = vec3(0.0, 0.0, 0.0);
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2014-10-31 11:56:09 +00:00
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for(int i = 0; i<lightCount; i++) {
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2014-11-03 23:47:35 +00:00
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float distance = distance(lightSources[i], vec3(fragPosition));
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2014-11-04 11:24:19 +00:00
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// only take lights into account with meaningful contribution
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if (distance > 0.001f) {
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2014-11-07 10:37:26 +00:00
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vec3 lightVector = normalize(lightSources[i]-vec3(fragPosition));
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float intensity = (lightIntensities[i])/(distance);
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diffuseColor += dot(normalize(vNormal), lightVector)
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*diffuseFactor*intensity*lightColors[i];
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vec3 cameraVector = normalize(camera - vec3(fragPosition));
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specularColor += clamp(pow((dot((cameraVector+lightVector),normalize(vNormal))/(length(cameraVector+lightVector)*length(normalize(vNormal)))),shininess), 0.0, 1.0)
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*specularFactor*intensity*lightColors[i];
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2014-11-04 11:24:19 +00:00
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}
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2014-10-31 11:56:09 +00:00
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}
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2014-11-07 10:37:26 +00:00
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vec3 finalColor = specularColor + diffuseColor + ambientColor;
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2014-10-20 15:31:26 +00:00
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2014-10-31 09:38:57 +00:00
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vec3 texture = texture(uTexture, vTexCoord).rgb;
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oColor = vec4(finalColor*texture, 1.0 );
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2014-10-20 15:31:26 +00:00
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}
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