#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 TexCoords; #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 viewPos; // Lights uniform DirectionalLight dirLight; uniform PointLight pointLights[MAX_POINT_LIGHTS]; uniform int numberOfPointLights; uniform SpotLight spotLights[MAX_SPOT_LIGHTS]; uniform int numberOfSpotLights; // 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); 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); }