Add point lights
This commit is contained in:
@@ -27,6 +27,17 @@ struct DirectionalLight {
|
||||
float specular;
|
||||
};
|
||||
|
||||
struct PointLight {
|
||||
vec3 pos;
|
||||
float radius;
|
||||
vec3 color;
|
||||
float ambient;
|
||||
float diffuse;
|
||||
float specular;
|
||||
};
|
||||
#define NUM_POINT_LIGHTS 4
|
||||
uniform PointLight pointLights[NUM_POINT_LIGHTS];
|
||||
|
||||
struct Material {
|
||||
sampler2D tex;
|
||||
bool usesTex;
|
||||
@@ -44,6 +55,29 @@ struct Material {
|
||||
uniform DirectionalLight directionalLight;
|
||||
uniform Material material;
|
||||
|
||||
void calcDirectionalLight(in vec3 normal) {
|
||||
AMBIENT += directionalLight.ambient * directionalLight.color * material.ambient;
|
||||
|
||||
vec3 direction = -(VIEW * vec4(directionalLight.direction, 0.0)).xyz;
|
||||
float diff = dot(normalize(direction), normalize(normal));
|
||||
diff = max(diff, 0.0);
|
||||
DIFFUSE += directionalLight.diffuse * diff * directionalLight.color * material.diffuse;
|
||||
|
||||
vec3 viewDir = normalize((VIEW * MODEL * vec4(pos, 1.0)).xyz);
|
||||
vec3 reflectionDir = reflect(normalize(direction), normalize(normal));
|
||||
float spec = dot(viewDir, reflectionDir);
|
||||
spec = max(spec, 0.0);
|
||||
spec = pow(spec, material.shininess);
|
||||
SPECULAR += directionalLight.color * (spec * material.specular);
|
||||
}
|
||||
|
||||
void calcPointLight(in vec3 normal, in PointLight pointLight) {
|
||||
vec4 ray = VIEW * MODEL * vec4(pos, 1.0) - VIEW * vec4(pointLight.pos, 1.0);
|
||||
float dist = length(ray);
|
||||
float attenuation = max(1.0 - dist * dist / pointLight.radius / pointLight.radius, 0.0);
|
||||
AMBIENT += pointLight.color * material.ambient * pointLight.ambient * attenuation;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec4 vertex = PROJECTION * VIEW * MODEL * vec4(pos, 1.0);
|
||||
gl_Position = vertex;
|
||||
@@ -58,17 +92,14 @@ void main() {
|
||||
vec3 my_normal = (VIEW * mat4(NORMAL) * vec4(normal, 0.0)).xyz;
|
||||
|
||||
// Flat shading, we compute light per vertex
|
||||
AMBIENT = directionalLight.ambient * directionalLight.color * material.ambient;
|
||||
AMBIENT = vec3(0.0);
|
||||
DIFFUSE = vec3(0.0);
|
||||
SPECULAR = vec3(0.0);
|
||||
|
||||
vec3 direction = -(VIEW * vec4(directionalLight.direction, 0.0)).xyz;
|
||||
float diff = dot(normalize(direction), normalize(my_normal));
|
||||
diff = max(diff, 0.0);
|
||||
DIFFUSE = directionalLight.diffuse * diff * directionalLight.color * material.diffuse;
|
||||
calcDirectionalLight(my_normal);
|
||||
|
||||
vec3 viewDir = normalize((VIEW * MODEL * vec4(pos, 1.0)).xyz);
|
||||
vec3 reflectionDir = reflect(normalize(direction), normalize(my_normal));
|
||||
float spec = dot(viewDir, reflectionDir);
|
||||
spec = max(spec, 0.0);
|
||||
spec = pow(spec, material.shininess);
|
||||
SPECULAR = directionalLight.color * (spec * material.specular);
|
||||
// PointLights
|
||||
for(int i = 0; i < NUM_POINT_LIGHTS; i++) {
|
||||
calcPointLight(my_normal, pointLights[i]);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user