Phong lighting, flat shader

This commit is contained in:
Dane Johnson 2021-01-21 18:03:50 -06:00
parent 1a687a2f24
commit bde3aa816c
4 changed files with 37 additions and 20 deletions

View File

@ -27,10 +27,11 @@ function init()
camera.transform:Translate(0.0, 0.0, 10.0)
light = couch.DirectionalLight.new()
light.direction = couch.Vector3(0.0, 0.0, -1.0)
light.direction = couch.Vector3(0.0, -1.0, 0.0)
light.color = couch.Vector3(1.0, 1.0, 1.0)
light.ambient = 0.4
light.ambient = 0.2
light.diffuse = 1.0
light.specular = 0.0001
couch.Node.GetRoot().children:Append(light)
ball = couch.Mesh.FromFile("cube.glb")
@ -112,9 +113,10 @@ function onkey(key, code, action, mod)
end
if key == couch.KEY_DOWN and action == couch.ACTION_PRESS then
light.ambient = light.ambient - 0.1
light.ambient = max(light.ambient - 0.1, 0.0)
elseif key == couch.KEY_UP and action == couch.ACTION_PRESS then
light.ambient = light.ambient + 0.1
print(light.ambient)
end
end

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View File

@ -2,6 +2,7 @@
in vec3 UV;
in vec3 NORMAL;
in vec3 LIGHT;
out vec4 FragColor;
@ -14,16 +15,7 @@ struct Material {
bool unshaded;
};
struct DirectionalLight {
vec3 direction;
vec3 color;
float ambient;
float diffuse;
float specular;
};
uniform Material material;
uniform DirectionalLight directionalLight;
void main() {
FragColor = vec4(0.0);
@ -38,12 +30,6 @@ void main() {
}
if (!material.unshaded) {
vec3 ambient = directionalLight.ambient * directionalLight.color;
ambient = max(ambient, 0.0);
vec3 diffuse = directionalLight.diffuse * dot(directionalLight.direction, NORMAL) * directionalLight.color;
diffuse = max(diffuse, 0.0);
FragColor *= vec4(ambient + diffuse, 1.0);
FragColor *= vec4(LIGHT, 1.0);
}
}

View File

@ -10,10 +10,39 @@ uniform mat4 PROJECTION;
out vec3 UV;
out vec3 NORMAL;
out vec3 LIGHT;
struct DirectionalLight {
vec3 direction;
vec3 color;
float ambient;
float diffuse;
float specular;
};
uniform DirectionalLight directionalLight;
void main() {
vec4 vertex = PROJECTION * VIEW * MODEL * vec4(pos, 1.0);
gl_Position = vertex;
UV = vec3(uv * vertex.z, vertex.z);
NORMAL = (PROJECTION * VIEW * MODEL * vec4(normal, 0.0)).xyz;
NORMAL = (VIEW * MODEL * vec4(normal, 0.0)).xyz;
// Flat shading, we compute light per vertex
vec3 ambient = directionalLight.ambient * directionalLight.color;
vec3 direction = -(VIEW * vec4(directionalLight.direction, 0.0)).xyz;
float diff = dot(normalize(direction), normalize(NORMAL));
diff = max(diff, 0.0);
vec3 diffuse = directionalLight.diffuse * diff * directionalLight.color;
vec3 viewDir = (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, 2);
vec3 specular = directionalLight.specular * spec * directionalLight.color;
LIGHT = ambient + diffuse + specular;
}