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