1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
|
#version 330 core
in VS_OUT {
vec3 frag_pos;
vec3 normal;
vec2 tex_coords;
} fs_in;
out vec4 frag_color;
uniform sampler2D texture0;
uniform vec3 light_positions[4];
uniform vec3 light_colors[4];
uniform vec3 view_pos;
uniform bool gamma_correction;
vec3 blinn_phong(vec3 light_dir, vec3 view_dir, vec3 normal,
vec3 light_pos, vec3 light_color)
{
float diff = max(dot(normal, light_dir), 0.0);
vec3 diffuse = diff*light_color;
vec3 halfway_dir = normalize(light_dir+view_dir);
float spec = pow(max(dot(normal, halfway_dir), 0.0), 16.0);
vec3 specular = spec*light_color;
float distance = length(light_pos-fs_in.frag_pos);
float attenuation = 1.0/(gamma_correction ? distance*distance : distance);
return((diffuse+specular)*attenuation);
}
void main(void)
{
vec3 view_dir = normalize(view_pos-fs_in.frag_pos);
vec3 normal = normalize(fs_in.normal);
vec3 texture_color = texture(texture0, fs_in.tex_coords).rgb;
vec3 lighting = vec3(0.0);
for (int i = 0; i < 4; i++) {
vec3 light_pos = light_positions[i];
vec3 light_color = light_colors[i];
vec3 light_dir = normalize(light_pos-fs_in.frag_pos);
lighting += blinn_phong(light_dir, view_dir, normal,
light_pos, light_color);
}
texture_color *= lighting;
float gamma = 2.2;
if (gamma_correction)
texture_color = pow(texture_color, vec3(1.0/gamma));
frag_color = vec4(texture_color, 1.0);
}
|