couch/shaders/flat.vert
2021-03-04 15:10:48 -06:00

118 lines
3.0 KiB
GLSL

#version 330 core
layout (location = 0) in vec3 pos;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 uv;
uniform mat4 MODEL;
uniform mat4 VIEW;
uniform mat4 PROJECTION;
uniform mat3 NORMAL;
noperspective out vec2 UV; // PSX use affine texture mapping
out vec3 AMBIENT;
out vec3 DIFFUSE;
out vec3 SPECULAR;
flat out float kill;
const float cullDistance = 100.0;
struct DirectionalLight {
vec3 direction;
vec3 color;
float ambient;
float diffuse;
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;
vec3 ambient;
vec3 diffuse;
vec3 specular;
int shininess;
float alphaScissor;
bool unshaded;
bool cullBack;
};
uniform DirectionalLight directionalLight;
uniform Material material;
float calcDiffuseIntensity(in vec3 direction, in vec3 normal) {
float diff = dot(normalize(direction), normalize(normal));
return max(diff, 0.0);
}
float calcSpecularIntensity(in vec3 direction, in vec3 normal, in int shininess) {
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, shininess);
return spec;
}
void calcDirectionalLight(in vec3 normal) {
AMBIENT += directionalLight.ambient * directionalLight.color * material.ambient;
vec3 direction = -(VIEW * vec4(directionalLight.direction, 0.0)).xyz;
DIFFUSE += directionalLight.diffuse * directionalLight.color * material.diffuse * calcDiffuseIntensity(direction, normal);
SPECULAR += directionalLight.color * material.specular * calcSpecularIntensity(direction, normal, material.shininess);
}
void calcPointLight(in vec3 normal, in PointLight pointLight) {
vec3 direction = vec3(VIEW * vec4(pointLight.pos, 1.0) - VIEW * MODEL * vec4(pos, 1.0)).xyz;
float dist = length(direction);
float attenuation = max(1.0 - dist * dist / pointLight.radius / pointLight.radius, 0.0);
AMBIENT += pointLight.color * material.ambient * pointLight.ambient * attenuation;
DIFFUSE += pointLight.color * pointLight.diffuse * material.diffuse * calcDiffuseIntensity(direction, normal);
SPECULAR += pointLight.color * material.specular * calcSpecularIntensity(direction, normal, material.shininess);
}
void main() {
vec4 vertex = PROJECTION * VIEW * MODEL * vec4(pos, 1.0);
gl_Position = vertex;
if (length(vertex) > cullDistance) {
kill = 1.0;
} else {
kill = 0.0;
}
UV = uv;
vec3 my_normal = (VIEW * mat4(NORMAL) * vec4(normal, 0.0)).xyz;
// Flat shading, we compute light per vertex
AMBIENT = vec3(0.0);
DIFFUSE = vec3(0.0);
SPECULAR = vec3(0.0);
calcDirectionalLight(my_normal);
// PointLights
for(int i = 0; i < NUM_POINT_LIGHTS; i++) {
calcPointLight(my_normal, pointLights[i]);
}
}