50 lines
1.0 KiB
GLSL
50 lines
1.0 KiB
GLSL
#version 450 core
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// Keep in sync with cpu
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#define MAX_POINT_LIGHTS 8
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layout(location = 0) in vec3 position;
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layout(location = 1) in vec3 normal;
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struct Light {
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vec4 pos;
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vec4 color;
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};
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layout(binding = 1, std140) uniform Lights {
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Light lights[MAX_POINT_LIGHTS];
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uint lights_count;
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};
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layout(location = 2) uniform vec3 color;
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out vec4 FragColor;
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void main() {
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vec3 diffuseColor = color;
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vec3 finalColor = vec3(0);
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for (int i = 0; i < lights_count; i++) {
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float radius = lights[i].pos.w;
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vec3 L = lights[i].pos.xyz - position;
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float dist = length(L);
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float d = max(dist - radius, 0);
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L /= dist;
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float denom = d/radius + 1;
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float att = 1 / (denom * denom);
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// TODO: cutoff
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att = max(att, 0);
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float ndotl = max(dot(L, normal), 0);
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finalColor += ndotl * lights[i].color.w * lights[i].color.xyz * att * diffuseColor;
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}
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FragColor = vec4(finalColor, 1.0f);
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float gamma = 2.2;
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FragColor.rgb = pow(FragColor.rgb, vec3(1.0/gamma));
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}
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