#version 330 core in vert_t { vec2 tex_coords; } vert; out vec4 frag_color; uniform sampler2D positions; uniform sampler2D normals; uniform sampler2D colors; uniform sampler2D ssao; uniform vec3 view_position; struct light_t { vec3 position; vec3 color; }; uniform light_t light; const float linear = 0.7f; const float quadratic = 1.8f; void main() { vec3 position = texture(positions, vert.tex_coords).xyz; vec3 normal = texture(normals, vert.tex_coords).xyz; vec3 color = texture(colors, vert.tex_coords).rgb; float occlusion = texture(ssao, vert.tex_coords).r; vec3 ambient = 0.1 * color * occlusion; vec3 result = ambient; vec3 view_dir = normalize(-position); vec3 light_dir = normalize(light.position - position); vec3 diffuse = max(dot(normal, light_dir), 0.0) * color * light.color; vec3 halfway_dir = normalize(view_dir + light_dir); vec3 specular = pow(max(dot(halfway_dir, normal), 0.0), 16.0) * vec3(0.5); float distance = length(light.position - position); float attenuation = 1.0 / (1.0 + linear * distance + quadratic * distance * distance); result += (diffuse + specular) * attenuation; frag_color = vec4(result, 1.0); }