#version 330 in vec3 fragPosition; in vec2 fragTexCoord; in vec4 fragColor; in vec3 fragNormal; out vec4 finalColor; uniform sampler2D texture0; uniform vec4 colAmbient; uniform vec4 colDiffuse; uniform vec4 colSpecular; uniform float glossiness; uniform mat4 modelMatrix; uniform vec3 viewDir; struct Light { int enabled; int type; vec3 position; vec3 direction; vec4 diffuse; float intensity; float attenuation; float coneAngle; }; const int maxLights = 8; uniform int lightsCount; uniform Light lights[maxLights]; vec3 CalcPointLight(Light l, vec3 n, vec3 v) { vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1)); vec3 surfaceToLight = l.position - surfacePos; // Diffuse shading float brightness = clamp(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n)), 0, 1); float diff = 1.0/dot(surfaceToLight/l.attenuation, surfaceToLight/l.attenuation)*brightness*l.intensity; // Specular shading float spec = 0.0; if(diff > 0.0) { vec3 h = normalize(-l.direction + v); spec = pow(dot(n, h), 3 + glossiness); } return (diff*l.diffuse.rgb*colDiffuse.rgb + spec*colSpecular.rgb); } vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v) { vec3 lightDir = normalize(-l.direction); // Diffuse shading float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity; // Specular shading float spec = 0.0; if(diff > 0.0) { vec3 h = normalize(lightDir + v); spec = pow(dot(n, h), 3 + glossiness); } // Combine results return (diff*l.intensity*l.diffuse.rgb*colDiffuse.rgb + spec*colSpecular.rgb); } vec3 CalcSpotLight(Light l, vec3 n, vec3 v) { vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1)); vec3 lightToSurface = normalize(surfacePos - l.position); vec3 lightDir = normalize(-l.direction); // Diffuse shading float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity; // Spot attenuation float attenuation = clamp(dot(n, lightToSurface), 0.0, 1.0); attenuation = dot(lightToSurface, -lightDir); float lightToSurfaceAngle = degrees(acos(attenuation)); if(lightToSurfaceAngle > l.coneAngle) attenuation = 0.0; float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle; // Combine diffuse and attenuation float diffAttenuation = diff*attenuation; // Specular shading float spec = 0.0; if(diffAttenuation > 0.0) { vec3 h = normalize(lightDir + v); spec = pow(dot(n, h), 3 + glossiness); } return falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb); } void main() { // Calculate fragment normal in screen space mat3 normalMatrix = transpose(inverse(mat3(modelMatrix))); vec3 normal = normalize(normalMatrix*fragNormal); // Normalize normal and view direction vectors vec3 n = normalize(normal); vec3 v = normalize(viewDir); // Calculate diffuse texture color fetching vec4 texelColor = texture(texture0, fragTexCoord); vec3 lighting = colAmbient.rgb; for(int i = 0; i < lightsCount; i++) { // Check if light is enabled if(lights[i].enabled == 1) { // Calculate lighting based on light type switch(lights[i].type) { case 0: lighting += CalcPointLight(lights[i], n, v); break; case 1: lighting += CalcDirectionalLight(lights[i], n, v); break; case 2: lighting += CalcSpotLight(lights[i], n, v); break; default: break; } } } // Calculate final fragment color finalColor = vec4(texelColor.rgb*lighting, texelColor.a); }