voxel-test/raylib/examples/shaders/resources/shaders/glsl330/deferred_shading.fs

55 lines
1.6 KiB
GLSL

#version 330 core
out vec4 finalColor;
in vec2 texCoord;
in vec2 texCoord2;
uniform sampler2D gPosition;
uniform sampler2D gNormal;
uniform sampler2D gAlbedoSpec;
struct Light {
int enabled;
int type; // Unused in this demo.
vec3 position;
vec3 target; // Unused in this demo.
vec4 color;
};
const int NR_LIGHTS = 4;
uniform Light lights[NR_LIGHTS];
uniform vec3 viewPosition;
const float QUADRATIC = 0.032;
const float LINEAR = 0.09;
void main() {
vec3 fragPosition = texture(gPosition, texCoord).rgb;
vec3 normal = texture(gNormal, texCoord).rgb;
vec3 albedo = texture(gAlbedoSpec, texCoord).rgb;
float specular = texture(gAlbedoSpec, texCoord).a;
vec3 ambient = albedo * vec3(0.1f);
vec3 viewDirection = normalize(viewPosition - fragPosition);
for(int i = 0; i < NR_LIGHTS; ++i)
{
if(lights[i].enabled == 0) continue;
vec3 lightDirection = lights[i].position - fragPosition;
vec3 diffuse = max(dot(normal, lightDirection), 0.0) * albedo * lights[i].color.xyz;
vec3 halfwayDirection = normalize(lightDirection + viewDirection);
float spec = pow(max(dot(normal, halfwayDirection), 0.0), 32.0);
vec3 specular = specular * spec * lights[i].color.xyz;
// Attenuation
float distance = length(lights[i].position - fragPosition);
float attenuation = 1.0 / (1.0 + LINEAR * distance + QUADRATIC * distance * distance);
diffuse *= attenuation;
specular *= attenuation;
ambient += diffuse + specular;
}
finalColor = vec4(ambient, 1.0);
}