Pong/resources/shaders/SolidColor.frag

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2024-07-01 19:55:24 -07:00
#version 450
#extension GL_ARB_separate_shader_objects : enable
#define MAX_LIGHTS 4
struct Material
{
vec4 color;
bool diffused;
float specular;
float shininess;
};
struct AmbientPointLight
{
vec3 color;
vec3 pos;
};
struct PointLight
{
vec3 color;
float constant;
vec3 pos;
float linear;
float quadratic;
};
struct SpotLight
{
vec3 color;
float innerCutOff;
vec3 pos;
float outerCutOff;
vec3 dir;
float constant;
float linear;
float quadratic;
};
layout(std140, binding = 1) uniform Data
{
vec3 ambient;
bool preMultiply;
vec3 camPos;
Material material;
uint ambientPointLightCount;
uint pointLightCount;
uint spotLightCount;
AmbientPointLight ambientLights[MAX_LIGHTS];
PointLight pointLights[MAX_LIGHTS];
SpotLight spotLights[MAX_LIGHTS];
} data;
layout(location = 1) in vec3 fNorm;
layout(location = 0) in vec4 fWorldPos;
layout(location = 0) out vec4 result;
vec3 CalcAmbientPointLight(vec3 normal, vec3 vertexPos, vec3 viewDir, Material material, AmbientPointLight light)
{
vec3 lightDir = normalize(light.pos - vertexPos);
vec3 diffuse = light.color * max(dot(normal, lightDir), 0.0f);
vec3 specular = light.color * pow(max(dot(normal, normalize(lightDir + viewDir)), 0.0), material.shininess);
return diffuse + specular;
}
vec3 CalcPointLight(vec3 normal, vec3 vertexPos, vec3 viewDir, Material material, PointLight light)
{
vec3 lightDir = normalize(light.pos - vertexPos);
float dist = length(light.pos - vertexPos);
float attenuation = 1.0f / (light.constant + light.linear * dist + light.quadratic * (dist * dist));
vec3 diffuse = light.color * max(dot(normal, lightDir), 0.0f);
vec3 specular = light.color * pow(max(dot(normal, normalize(lightDir + viewDir)), 0.0), material.shininess);
return (diffuse + specular) * attenuation;
}
vec3 CalcSpotLight(vec3 normal, vec3 vertexPos, vec3 viewDir, Material material, SpotLight light)
{
vec3 lightDir = normalize(light.pos - vertexPos);
float dist = length(light.pos - vertexPos);
float attenuation = 1.0f / (light.constant + light.linear * dist + light.quadratic * (dist * dist));
float theta = dot(lightDir, normalize(-light.dir));
float epsilon = light.innerCutOff - light.outerCutOff;
float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0f, 1.0f);
vec3 diffuse = light.color * max(dot(normal, lightDir), 0.0f);
vec3 specular = light.color * pow(max(dot(normal, normalize(lightDir + viewDir)), 0.0), material.shininess);
return (diffuse + specular) * intensity * attenuation;
}
void main()
{
if (data.material.diffused == true)
{
vec3 viewDir = normalize(data.camPos - fWorldPos.xyz);
vec3 nNorm = normalize(fNorm);
vec3 final = data.ambient;
//Ambient Point Lights
for (uint i = 0; i < data.ambientPointLightCount; ++i)
final += CalcAmbientPointLight(nNorm, fWorldPos.xyz, viewDir, data.material, data.ambientLights[i]);
//Point Lights
for (uint i = 0; i < data.pointLightCount; ++i)
final += CalcPointLight(nNorm, fWorldPos.xyz, viewDir, data.material, data.pointLights[i]);
//Spot Lights
for (uint i = 0; i < data.spotLightCount; ++i)
final += CalcSpotLight(nNorm, fWorldPos.xyz, viewDir, data.material, data.spotLights[i]);
//outColor = vec4(data.spotLights[0].quadratic, 0.0f, 0.0f, 1.0f);
result = vec4(data.material.color.rgb * final, data.material.color.a);
}
else
{
result = data.material.color;
}
if (data.preMultiply)
result = vec4(result.rgb * result.a, result.a);
}