sideros/assets/shaders/shader.frag
2025-08-18 23:43:10 +02:00

83 lines
2.8 KiB
GLSL

#version 450
#define MAX_POINT_LIGHTS 1024
struct PointLight {
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
vec3 data;
};
layout(location = 0) out vec4 outColor;
layout(location = 2) in vec3 Normal;
layout(location = 3) in vec3 FragPos;
layout(location = 4) in vec2 TexCoords;
layout (binding = 2) uniform DirectionalLight {
vec3 direction;
vec3 ambient;
vec3 diffuse;
vec3 specular;
} directional_light;
layout (binding = 5) uniform PointLights {
PointLight point_lights[MAX_POINT_LIGHTS];
} point_lights;
layout (binding = 3) uniform ViewUniform {
vec3 pos;
} viewPos;
layout(push_constant) uniform pc {
int light_count;
} pushConstants;
layout (set = 1, binding = 0) uniform sampler2D diffuseSampler[4];
layout (set = 1, binding = 1) uniform sampler2D specularSampler[4];
vec3 calc_directional_light(vec3 normal, vec3 viewDir) {
vec3 lightDir = normalize(-directional_light.direction);
float diff = max(dot(normal, lightDir), 0.0);
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 2);
vec3 ambient = directional_light.ambient * vec3(texture(diffuseSampler[2], TexCoords));
vec3 diffuse = directional_light.diffuse * diff * vec3(texture(diffuseSampler[2] , TexCoords));
vec3 specular = directional_light.specular * spec * vec3(texture(specularSampler[2], TexCoords));
return (ambient + diffuse + specular);
}
vec3 calc_point_light(int index, vec3 normal, vec3 fragPos, vec3 viewDir) {
float constant = point_lights.point_lights[index].data[0];
float linear = point_lights.point_lights[index].data[1];
float quadratic = point_lights.point_lights[index].data[2];
vec3 lightDir = normalize(point_lights.point_lights[index].position - fragPos);
float diff = max(dot(normal, lightDir), 0.0);
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 2);
float distance = length(point_lights.point_lights[index].position - fragPos);
float attenuation = 1.0 / (constant + linear * distance + quadratic * (distance * distance));
vec3 ambient = point_lights.point_lights[index].ambient * vec3(texture(diffuseSampler[2], TexCoords));
vec3 diffuse = point_lights.point_lights[index].diffuse * diff * vec3(texture(diffuseSampler[2], TexCoords));
vec3 specular = point_lights.point_lights[index].specular * spec * vec3(texture(specularSampler[2], TexCoords));
ambient *= attenuation;
diffuse *= attenuation;
specular *= attenuation;
return (ambient + diffuse + specular);
}
void main() {
vec3 norm = normalize(Normal);
vec3 viewDir = normalize(viewPos.pos - FragPos);
vec3 result = calc_directional_light(norm, viewDir);
//vec3 result = vec3(0.0, 0.0, 0.0);
for(int i = 0; i < pushConstants.light_count; i++)
result += calc_point_light(i, norm, FragPos, viewDir);
outColor = vec4(result, 1.0);
}