mirror of
https://github.com/bloeys/nmage.git
synced 2025-12-29 13:28:20 +00:00
77 lines
2.0 KiB
GLSL
Executable File
77 lines
2.0 KiB
GLSL
Executable File
//shader:vertex
|
|
#version 410
|
|
|
|
layout(location=0) in vec3 vertPosIn;
|
|
layout(location=1) in vec3 vertNormalIn;
|
|
layout(location=2) in vec2 vertUV0In;
|
|
layout(location=3) in vec3 vertColorIn;
|
|
|
|
out vec3 vertNormal;
|
|
out vec2 vertUV0;
|
|
out vec3 vertColor;
|
|
out vec3 fragPos;
|
|
|
|
//MVP = Model View Projection
|
|
uniform mat4 modelMat;
|
|
uniform mat4 viewMat;
|
|
uniform mat4 projMat;
|
|
|
|
void main()
|
|
{
|
|
// @TODO: Calculate this on the CPU and send it as a uniform
|
|
|
|
// This produces the normal matrix that multiplies with the model normal to produce the
|
|
// world space normal. Based on 'One last thing' section from: https://learnopengl.com/Lighting/Basic-Lighting
|
|
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
|
|
|
|
vertUV0 = vertUV0In;
|
|
vertColor = vertColorIn;
|
|
fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
|
|
|
|
gl_Position = projMat * viewMat * modelMat * vec4(vertPosIn, 1.0);
|
|
}
|
|
|
|
//shader:fragment
|
|
#version 410
|
|
|
|
uniform float ambientStrength = 0;
|
|
uniform vec3 ambientColor = vec3(1, 1, 1);
|
|
|
|
uniform float specularShininess = 32;
|
|
uniform float specularStrength = 0.5;
|
|
|
|
uniform vec3 camPos;
|
|
|
|
uniform vec3 lightPos1;
|
|
uniform vec3 lightColor1;
|
|
|
|
uniform sampler2D diffTex;
|
|
|
|
in vec3 vertColor;
|
|
in vec3 vertNormal;
|
|
in vec2 vertUV0;
|
|
in vec3 fragPos;
|
|
|
|
out vec4 fragColor;
|
|
|
|
void main()
|
|
{
|
|
vec3 lightDir = normalize(lightPos1 - fragPos);
|
|
|
|
// Diffuse
|
|
float diffuseStrength = max(0.0, dot(normalize(vertNormal), lightDir));
|
|
vec3 finalDiffuse = diffuseStrength * lightColor1;
|
|
|
|
// Specular
|
|
vec3 viewDir = normalize(camPos - fragPos);
|
|
vec3 reflectDir = reflect(-lightDir, vertNormal);
|
|
float specularAmount = pow(max(dot(viewDir, reflectDir), 0.0), specularShininess);
|
|
vec3 finalSpecular = specularAmount * specularStrength * lightColor1;
|
|
|
|
// Ambient
|
|
vec3 finalAmbient = ambientColor * ambientStrength;
|
|
|
|
vec4 texColor = texture(diffTex, vertUV0);
|
|
fragColor = vec4(texColor.rgb * vertColor * (finalAmbient + finalDiffuse + finalSpecular) , texColor.a);
|
|
}
|