90 lines
2.0 KiB
GLSL
90 lines
2.0 KiB
GLSL
#version 330 core
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out vec4 FragColor;
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in vec3 normal;
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in vec2 texCoord;
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in vec3 FragPos;
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in vec4 fragposlightspace;
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struct Material {
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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float shininess;
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};
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struct PointLight {
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vec3 position;
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float constant;
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float linear;
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float quadratic;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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};
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struct DirLight {
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vec3 direction;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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};
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uniform DirLight dirLight;
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uniform vec3 viewPos;
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uniform sampler2DShadow shadowMap;
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uniform sampler2D tex;
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float ShadowCalculation(vec4 fragposlightspace)
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{
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// perform perspective divide
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vec3 projCoords = fragposlightspace.xyz / fragposlightspace.w;
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projCoords = projCoords * 0.5 + 0.5;
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if(projCoords.z > 1.0)
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return 0.0;
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float currentDepth = projCoords.z;
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float bias = 0.01;
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float shadow = 0.0;
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return texture(shadowMap, vec3(projCoords.xy,projCoords.z));
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}
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vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
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{
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vec3 lightDir = normalize(-light.direction);
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// diffuse shading
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float diff = max(dot(normal, lightDir), 0.0);
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// specular shading
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vec3 reflectDir = reflect(-lightDir, normal);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32.0f);
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// combine results
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vec3 ambient = light.ambient;
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vec3 diffuse = light.diffuse * diff;
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vec3 specular = light.specular * spec;
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return ambient + (diffuse + specular) * (ShadowCalculation(fragposlightspace));
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}
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void main()
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{
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float gamma = 2.2;
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vec4 lightless = texture(tex, texCoord);
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lightless = texture(tex, texCoord);
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if (lightless.a < 0.1) {
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discard;
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}
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vec3 norm = normalize(normal);
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vec3 viewDir = normalize(viewPos - FragPos);
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vec4 pregamma = (lightless) * vec4(CalcDirLight(dirLight,norm,viewDir),1.0f) * vec4(vec3(1.0f-1.0f/gl_FragCoord[3]/ 200.0f), 1.0f);
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FragColor = pregamma;
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//FragColor = vec4(1.0f,1.0f,1.0f,1.0f);
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} |