everything

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Tarion 2026-07-02 04:02:29 +02:00
parent 79fa59c3aa
commit 8998bc3936
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19 changed files with 855 additions and 7504 deletions

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@ -1,56 +1,204 @@
#version 330 core
out vec4 FragColor;
struct Material {
sampler2D diffuse;
sampler2D specular;
float shininess;
};
struct DirectionalLight {
vec3 direction;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
struct PointLight {
bool disabled;
vec3 position;
float constant;
float linear;
float quadratic;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
struct SpotLight {
bool disabled;
vec3 position;
vec3 direction;
float cutOff;
float outerCutOff;
float constant;
float linear;
float quadratic;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
struct Decal {
sampler2D tex;
float opacity;
vec4 uvCoords;
};
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoord;
in vec2 TexCoords;
uniform sampler2D ourTexture;
uniform sampler2D decal;
#define MAX_POINT_LIGHTS 4
#define MAX_SPOT_LIGHTS 4
#define MAX_DECALS 4
// Texture & Decals
uniform Material material;
uniform sampler2D mainTexture;
uniform Decal decals[MAX_DECALS];
uniform int numberOfDecals;
uniform vec3 lightPos;
uniform vec3 lightColor;
uniform vec3 viewPos;
vec4 calcTextures(){
vec4 tex1 = texture(ourTexture, TexCoord);
vec4 tex2 = texture(decal, TexCoord);
vec4 textures = mix(tex1, tex2, 0.2f);
// Lights
uniform DirectionalLight dirLight;
return textures;
}
uniform PointLight pointLights[MAX_POINT_LIGHTS];
uniform int numberOfPointLights;
vec4 calcDirectLight(norm, viewDir){
// Ambient Lighting
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * lightColor;
uniform SpotLight spotLights[MAX_SPOT_LIGHTS];
uniform int numberOfSpotLights;
// Diffuse Lighting
vec3 lightDir = normalize(lightPos - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
// Specular Lighting
float specularStrength = 0.5;
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = specularStrength * spec * lightColor;
vec4 result = vec4(ambient.rgb + diffuse.rgb + specular.rgb, 1.0f);
return result;
}
// func declarations
vec3 calcTextures();
vec4 calcDirectLight(DirectionalLight light, vec3 normal, vec3 viewDir, vec3 albedo);
vec4 calcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir, vec3 albedo);
vec4 calcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir, vec3 albedo);
void main()
{
vec4 result = vec4(0.0f);
vec3 norm = normalize(Normal);
vec3 viewDir = normalize(viewPos - FragPos);
vec4 result = calcTextures();
result += calcDirectLight(norm, viewDir);
vec3 albedo = calcTextures();
albedo = vec3(1,1,1);
//result += calcDirectLight(dirLight, norm, viewDir, albedo);
for(int i = 0; i < numberOfPointLights; i++){
if (pointLights[i].disabled) continue;
result += calcPointLight(pointLights[i], norm, FragPos, viewDir, albedo);
}
for(int i = 0; i < numberOfSpotLights; i++){
if (spotLights[i].disabled) continue;
result += calcSpotLight(spotLights[i], norm, FragPos, viewDir, albedo);
}
FragColor = result;
}
vec3 calcTextures(){
vec4 textureAsVec = texture(mainTexture, TexCoords);
vec4 decalMix;
for(int i = 0; i < numberOfDecals; i++){
// We invert the 2nd one to make uv scaling easier
vec2 decalCoords = TexCoords * (1.0 / decals[i].uvCoords.xy) + decals[i].uvCoords.zw;;
vec4 decal = texture(decals[i].tex, decalCoords);
decalMix += mix(decalMix, decal, 0.2f);
}
vec4 finalMix = mix(textureAsVec, decalMix, 0.2f);
return vec3(finalMix);
}
// calculates the color when using a directional light.
vec4 calcDirectLight(DirectionalLight light, vec3 norm, vec3 viewDir, vec3 albedo)
{
vec3 lightDir = normalize(-light.direction);
// diffuse shading
float diff = max(dot(norm, lightDir), 0.0);
// specular shading
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
// combine results
vec3 ambient = light.ambient * albedo;
vec3 diffuse = light.diffuse * diff * albedo;
vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
return vec4(ambient + diffuse + specular, 1.0f);
}
vec4 calcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir, vec3 albedo)
{
vec3 lightDir = normalize(light.position - fragPos);
// diffuse shading
float diff = max(dot(normal, lightDir), 0.0);
// specular shading
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
// attenuation
float distance = length(light.position - fragPos);
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
// combine results
vec3 ambient = light.ambient * albedo;
vec3 diffuse = light.diffuse * diff * albedo;
vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
ambient *= attenuation;
diffuse *= attenuation;
specular *= attenuation;
return vec4(ambient + diffuse + specular, 1.0f);
}
vec4 calcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir, vec3 albedo)
{
vec3 lightDir = normalize(light.position - fragPos);
// diffuse shading
float diff = max(dot(normal, lightDir), 0.0);
// specular shading
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
// attenuation
float distance = length(light.position - fragPos);
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
// spotlight intensity
float theta = dot(lightDir, normalize(-light.direction));
float epsilon = light.cutOff - light.outerCutOff;
float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);
// combine results
vec3 ambient = light.ambient * albedo;
vec3 diffuse = light.diffuse * diff * albedo;
vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
ambient *= attenuation * intensity;
diffuse *= attenuation * intensity;
specular *= attenuation * intensity;
return vec4(ambient + diffuse + specular, 1.0f);
}