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authorpryazha <pryadeiniv@mail.ru>2025-06-15 16:11:31 +0500
committerpryazha <pryadeiniv@mail.ru>2025-06-15 16:11:31 +0500
commit9d944f26d359e4bc1ffd8e44350b0df9f0935b18 (patch)
tree9759a83a76ab741a587b99f00c2463eafd05d813 /advanced_lighting/8.deferred_shading/shaders/deferred.frag
parentd65ddd07a43d5ffdcf2ddf90d6f86626cf9b92d8 (diff)
something
Diffstat (limited to 'advanced_lighting/8.deferred_shading/shaders/deferred.frag')
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diff --git a/advanced_lighting/8.deferred_shading/shaders/deferred.frag b/advanced_lighting/8.deferred_shading/shaders/deferred.frag
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+++ b/advanced_lighting/8.deferred_shading/shaders/deferred.frag
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+#version 330 core
+
+in vert_t {
+ vec2 tex_coords;
+} vert;
+
+out vec4 frag_color;
+
+uniform sampler2D positions;
+uniform sampler2D normals;
+uniform sampler2D color_specular;
+
+uniform vec3 view_position;
+
+struct light_t {
+ vec3 position;
+ vec3 color;
+};
+
+const int light_count = 200;
+uniform light_t lights[light_count];
+
+const float linear = 0.7f;
+const float quadratic = 1.8f;
+
+void main()
+{
+ vec3 position = texture(positions, vert.tex_coords).rgb;
+ vec3 normal = texture(normals, vert.tex_coords).rgb;
+ vec3 color = texture(color_specular, vert.tex_coords).rgb;
+ float specular = texture(color_specular, vert.tex_coords).a;
+
+ vec3 ambient = 0.1 * color;
+ vec3 view_dir = normalize(view_position - position);
+ vec3 result = ambient;
+ for (int i = 0; i < light_count; i++) {
+ vec3 light_dir = normalize(lights[i].position - position);
+ vec3 diffuse = max(dot(normal, light_dir), 0.0) * color * lights[i].color;
+ float distance = length(lights[i].position - position);
+ float attenuation = 1.0 / (1.0 + linear * distance + quadratic * distance * distance);
+ vec3 halfway_dir = normalize(view_dir + light_dir);
+ vec3 specular = pow(max(dot(halfway_dir, normal), 0.0), 32.0) * vec3(0.5);
+ result += (diffuse + specular) * attenuation;
+ }
+ frag_color = vec4(result, 1.0);
+}