Saxum/Shader/phong.fsh

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#version 150
in vec3 vNormal;
in vec2 vTexCoord;
in vec4 fragPosition;
in vec4 shadowCoord;
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out vec4 oColor;
uniform sampler2D uTexture;
uniform sampler2DShadow shadowMap;
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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];
uniform float fogEnd;
uniform vec4 fogColor;
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uniform vec3 cameraCenter;
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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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// direction lighting
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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;
}
// point lights
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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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// shadows
float bias = 0.001;
vec3 biasedShadowCoord = vec3(shadowCoord);
biasedShadowCoord.z = shadowCoord.z - bias;
float visibility = 1.0;
if (shadowCoord.x > 0.0 && shadowCoord.x < 1.0) {
if (shadowCoord.y > 0.0 && shadowCoord.y < 1.0) {
visibility = texture(shadowMap, biasedShadowCoord);
//if (texture(shadowMap, vec3(shadowCoord), bias) < shadowCoord.z) {
//visibility = 0.5;
//}
}
}
specularColor *= visibility;
diffuseColor *= visibility;
vec3 finalColor = specularColor + diffuseColor + ambientColor;
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float distanceCameraCenter = distance(cameraCenter, vec3(fragPosition));
float fogFactor = clamp((1.0 - (fogEnd-distanceCameraCenter)/30.0), 0.0, 1.0);
fogFactor *= clamp((1.0-((fragPosition.y-8.0)/30.0)), 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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}