#version 150 in vec3 vNormal; in vec2 vTexCoord; in vec4 fragPosition; in vec4 shadowCoord; out vec4 oColor; uniform sampler2D uTexture; uniform sampler2DShadow shadowMap; uniform vec3 ambientColor; uniform float ambientFactor; uniform float diffuseFactor; uniform float specularFactor; uniform vec3 camera; uniform float shininess; uniform int lightCount; uniform vec3 directionalLightVector; uniform vec3 directionalColor; uniform float directionalIntensity; uniform vec3 lightSources[128]; uniform vec3 lightColors[128]; uniform float lightIntensities[128]; uniform float fogEnd; uniform vec4 fogColor; uniform vec3 cameraCenter; void main() { vec3 ambientColor = ambientFactor * ambientColor; vec3 diffuseColor = vec3(0.0, 0.0, 0.0); vec3 specularColor = vec3(0.0, 0.0, 0.0); // direction lighting if(length(directionalLightVector)>0.0f) { vec3 directionalVector = normalize(directionalLightVector); diffuseColor += clamp(dot(normalize(vNormal), directionalVector) *diffuseFactor*directionalIntensity*directionalColor, 0.0, 1.0); 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 for(int i = 0; i 0.001f) { vec3 lightVector = normalize(lightSources[i]-vec3(fragPosition)); 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]; } } // 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; 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); vec4 texture = texture(uTexture, vTexCoord).rgba; oColor = vec4(finalColor, 1.0f)*texture; oColor = mix(oColor, fogColor, fogFactor); }