Sha256: 0b7acdc3cce17b77d3d795d0197fd2622cb4aefd6d2b4b8f64be14e97b2e743c

Contents?: true

Size: 1.55 KB

Versions: 5

Compression:

Stored size: 1.55 KB

Contents

#version 330 core
out vec4 frag_color;

@include "light_struct"
const int DIRECTIONAL = 0;
const int POINT = 1;
const int SPOT = 2;

flat in Light out_lights[7];
in vec2 out_tex_coords;
flat in int out_light_count;

uniform sampler2D diffuse, position, texcoord, normal, depth;

vec4 directionalLight(Light light) {
  vec3 norm = normalize(texture(normal, out_tex_coords).rgb);
  vec3 diffuse_color = texture(diffuse, out_tex_coords).rgb;
  vec3 frag_pos = texture(position, out_tex_coords).rgb;

  vec3 lightDir = normalize(light.position - frag_pos);
  float diff = max(dot(norm, lightDir), 0);

  vec3 _ambient = light.ambient;
  vec3 _diffuse = light.diffuse * diff;
  vec3 _specular = light.specular;

  return vec4(_diffuse + _ambient + _specular, 1.0);
}

vec4 pointLight(Light light) {
  return vec4(0.25, 0.25, 0.25, 1);
}

vec4 spotLight(Light light) {
  return vec4(0.5, 0.5, 0.5, 1);
}

vec4 calculateLighting(Light light) {
  vec4 result;

  // switch(light.type) {
  //   case DIRECTIONAL: {
  //     result = directionalLight(light);
  //   }
  //   case SPOT: {
  //     result = spotLight(light);
  //   }
  //   default: {
  //     result = pointLight(light);
  //   }
  // }

  if (light.type == DIRECTIONAL) {
    result = directionalLight(light);
  } else {
    result = pointLight(light);
  }

  return result;
}

void main() {
  frag_color = vec4(0.0);

  for(int i = 0; i < out_light_count; i++)
  {
    frag_color += texture(diffuse, out_tex_coords) * calculateLighting(out_lights[i]);
  }
}

Version data entries

5 entries across 5 versions & 1 rubygems

Version Path
cyberarm_engine-0.24.4 assets/shaders/fragment/lighting.glsl
cyberarm_engine-0.24.3 assets/shaders/fragment/lighting.glsl
cyberarm_engine-0.24.2 assets/shaders/fragment/lighting.glsl
cyberarm_engine-0.24.1 assets/shaders/fragment/lighting.glsl
cyberarm_engine-0.24.0 assets/shaders/fragment/lighting.glsl