Nigel
de96aa4136
Both a directional and four points lights are used in this scene. Fixed a memory leak caused by the vertex Array buffer of the lights never being deleted
99 lines
2.4 KiB
GLSL
99 lines
2.4 KiB
GLSL
#version 460 core
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out vec4 FragColor;
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in vec3 Normal;
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in vec3 FragPos;
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in vec2 TexCoords;
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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 DirLight {
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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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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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#define NR_POINT_LIGHTS 4
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uniform PointLight PointLights[NR_POINT_LIGHTS];
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uniform DirLight dirlight;
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uniform Material material;
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uniform vec3 viewPos;
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vec3 CalcDirLight(DirLight light , vec3 normal , vec3 viewDir)
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{
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vec3 lightDir = normalize(-light.direction);
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float diff = max(dot(normal,lightDir), 0.0);
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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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vec3 ambient = light.ambient * vec3 (texture(material.diffuse, TexCoords));
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vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
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vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
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return (ambient + diffuse + specular);
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}
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vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
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{
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vec3 lightDir = normalize(light.position - fragPos );
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float diff = max(dot(normal, lightDir), 0.0);
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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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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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vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
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vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
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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 (ambient + diffuse + specular);
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}
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void main()
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{
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vec3 norm = normalize(Normal);
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vec3 viewDir = normalize(viewPos - FragPos);
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// Fase 1 : Directional lighting
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vec3 result = CalcDirLight(dirlight, norm, viewDir);
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// Fase 2 : Point lights
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for( int i = 0; i < NR_POINT_LIGHTS; i++){
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result += CalcPointLight(PointLights[i], norm, FragPos, viewDir);
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}
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FragColor = vec4(result, 1.0);
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} |