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83 lines
2.1 KiB
GLSL
Executable File
83 lines
2.1 KiB
GLSL
Executable File
//shader:vertex
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#version 410
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layout(location=0) in vec3 vertPosIn;
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layout(location=1) in vec3 vertNormalIn;
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layout(location=2) in vec2 vertUV0In;
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layout(location=3) in vec3 vertColorIn;
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out vec3 vertNormal;
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out vec2 vertUV0;
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out vec3 vertColor;
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out vec3 fragPos;
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//MVP = Model View Projection
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uniform mat4 modelMat;
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uniform mat4 viewMat;
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uniform mat4 projMat;
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void main()
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{
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// @TODO: Calculate this on the CPU and send it as a uniform
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// This produces the normal matrix that multiplies with the model normal to produce the
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// world space normal. Based on 'One last thing' section from: https://learnopengl.com/Lighting/Basic-Lighting
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vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
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vertUV0 = vertUV0In;
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vertColor = vertColorIn;
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fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
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gl_Position = projMat * viewMat * modelMat * vec4(vertPosIn, 1.0);
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}
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//shader:fragment
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#version 410
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struct Material {
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sampler2D diffuse;
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sampler2D specular;
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sampler2D normal;
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sampler2D emission;
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float shininess;
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};
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uniform Material material;
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uniform vec3 camPos;
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uniform vec3 ambientColor = vec3(0.2, 0.2, 0.2);
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uniform vec3 lightPos1;
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uniform vec3 lightColor1;
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in vec3 vertColor;
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in vec3 vertNormal;
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in vec2 vertUV0;
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in vec3 fragPos;
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out vec4 fragColor;
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void main()
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{
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vec3 lightDir = normalize(lightPos1 - fragPos);
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vec4 diffuseTexColor = texture(material.diffuse, vertUV0);
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// Ambient
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vec3 finalAmbient = ambientColor * diffuseTexColor.rgb;
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// Diffuse
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float diffuseAmount = max(0.0, dot(normalize(vertNormal), lightDir));
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vec3 finalDiffuse = diffuseAmount * lightColor1 * diffuseTexColor.rgb;
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// Specular
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vec3 viewDir = normalize(camPos - fragPos);
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vec3 reflectDir = reflect(-lightDir, vertNormal);
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float specularAmount = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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vec3 finalSpecular = specularAmount * lightColor1 * texture(material.specular, vertUV0).rgb;
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// Emission
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vec3 finalEmission = texture(material.emission, vertUV0).rgb;
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fragColor = vec4(finalAmbient + finalDiffuse + finalSpecular + finalEmission, 1);
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}
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