qt-scene-editor/FinalProject/fragmentshader.glsl
Linloir fe571568ae
[CORE][FIX] Fix fragment shader
- wrong uniform struct member name causing failure in setting spot light
2022-12-19 17:11:15 +08:00

156 lines
5.0 KiB
GLSL

#version 430 core
out vec4 FragColor;
struct Material {
sampler2D texture_diffuse1;
sampler2D texture_specular1;
float shininess;
};
struct DirLight {
vec3 direction;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
struct PointLight {
vec3 position;
float constant;
float linear;
float quadratic;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
struct SpotLight {
vec3 position;
vec3 direction;
float innercutoff;
float outercutoff;
float constant;
float linear;
float quadratic;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
#define MAX_DIR_LIGHTS 1
#define MAX_POINT_LIGHTS 128
#define MAX_SPOT_LIGHTS 128
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoords;
uniform Material material;
uniform vec3 viewPos;
uniform int dirlightnr;
uniform int pointlightnr;
uniform int spotlightnr;
uniform DirLight dirlights[MAX_DIR_LIGHTS];
uniform PointLight pointlights[MAX_POINT_LIGHTS];
uniform SpotLight spotlights[MAX_SPOT_LIGHTS];
uniform vec3 selColor;
// function prototypes
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir);
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
void main()
{
// properties
vec3 norm = normalize(Normal);
vec3 viewDir = normalize(viewPos - FragPos);
vec3 result = vec3(0.0);
// phase 1: directional lighting
for (int i = 0; i < dirlightnr; i++)
result += CalcDirLight(dirlights[i], norm, viewDir);
// phase 2: point lights
for (int i = 0; i < pointlightnr; i++)
result += CalcPointLight(pointlights[i], norm, FragPos, viewDir);
// phase 3: spot light
for (int i = 0; i < spotlightnr; i++)
result += CalcSpotLight(spotlights[i], norm, FragPos, viewDir);
if (selColor != vec3(0.0))
result += selColor;
FragColor = vec4(result, 1.0);
}
// calculates the color when using a directional light.
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
{
vec3 lightDir = normalize(-light.direction);
// 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);
// combine results
vec3 ambient = light.ambient * vec3(texture(material.texture_diffuse1, TexCoords));
vec3 diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse1, TexCoords));
vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, TexCoords).x);
return (ambient + diffuse + specular);
}
// calculates the color when using a point light.
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
{
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 * vec3(texture(material.texture_diffuse1, TexCoords));
vec3 diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse1, TexCoords));
vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, TexCoords).x);
ambient *= attenuation;
diffuse *= attenuation;
specular *= attenuation;
return (ambient + diffuse + specular);
}
// calculates the color when using a spot light.
vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
{
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.innercutoff - light.outercutoff;
float intensity = clamp((theta - light.outercutoff) / epsilon, 0.0, 1.0);
// combine results
vec3 ambient = light.ambient * vec3(texture(material.texture_diffuse1, TexCoords));
vec3 diffuse = light.diffuse * diff * vec3(texture(material.texture_diffuse1, TexCoords));
vec3 specular = light.specular * spec * vec3(texture(material.texture_specular1, TexCoords).x);
ambient *= attenuation * intensity;
diffuse *= attenuation * intensity;
specular *= attenuation * intensity;
return (ambient + diffuse + specular);
}