77 lines
1.6 KiB
GLSL
77 lines
1.6 KiB
GLSL
// Keep in sync with cpu
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#define MAX_POINT_LIGHTS 8
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// Types
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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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// UBOs
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layout(std140, binding = 0) uniform Matrices {
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mat4 projection;
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mat4 view;
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};
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layout(std140, binding = 1) 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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// Uniforms
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layout(location = 1) uniform mat4 model;
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layout(location = 2) uniform vec3 color;
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// Input, output blocks
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VERTEX_EXPORT VertexData {
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vec3 position;
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vec3 normal;
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} VertexOut;
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#if VERTEX_SHADER
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layout(location = 0) in vec3 aPos;
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layout(location = 1) in vec3 aNorm;
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void main() {
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gl_Position = projection * view * model * vec4(aPos.xyz, 1.0);
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vec4 posWorld = model * vec4(aPos, 1.0);
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VertexOut.position = posWorld.xyz / posWorld.w;
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VertexOut.normal = aNorm;
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}
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#endif // VERTEX_SHADER
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#if FRAGMENT_SHADER
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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 - VertexOut.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, VertexOut.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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#endif // FRAGMNET_SHADER
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