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