Files
2026-06-08 17:07:34 -04:00

62 lines
1.8 KiB
GLSL

#version 330 core
out vec4 FragColor;
in vec2 TexCoord;
uniform sampler2D gPosition;
uniform sampler2D gNormal;
uniform sampler2D gAlbedo;
uniform sampler2D gLightSpacePos;
uniform sampler2DShadow shadowMap;
struct DirLight {
vec3 direction;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform DirLight dirLight;
uniform vec3 viewPos;
float ShadowCalculation(vec4 fragPosLightSpace)
{
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
projCoords = projCoords * 0.5 + 0.5;
if (projCoords.z > 1.0) return 0.0;
return texture(shadowMap, vec3(projCoords.xy, projCoords.z));
}
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir, vec4 fragPosLS, vec3 albedo)
{
vec3 lightDir = normalize(-light.direction);
float diff = max(dot(normal, lightDir), 0.0);
vec3 halfwayDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(normal, halfwayDir), 0.0), 32.0);
vec3 ambient = light.ambient * albedo;
vec3 diffuse = light.diffuse * diff * albedo;
vec3 specular = light.specular * spec;
float shadow = ShadowCalculation(fragPosLS);
return ambient + (diffuse + specular) * shadow;
}
void main()
{
vec3 fragPos = texture(gPosition, TexCoord).rgb;
vec3 normal = normalize(texture(gNormal, TexCoord).rgb);
vec4 albedaSample = texture(gAlbedo, TexCoord);
vec4 fragPosLS = texture(gLightSpacePos, TexCoord);
// Sky (no geometry written) — output clear color
if (length(normal) < 0.1) {
FragColor = vec4(0.0, 0.0, 0.0, 0.0);
return;
}
vec3 viewDir = normalize(viewPos - fragPos);
vec3 lit = CalcDirLight(dirLight, normal, viewDir, fragPosLS, albedaSample.rgb);
FragColor = vec4(lit, albedaSample.a);
}