spooky-game/assets/shaders/point-light-fragment.glsl

69 lines
2.4 KiB
GLSL

#version 450
layout (location = 0) in vec3 vertexViewSpacePosition;
layout (location = 1) in vec2 vertexTexCoords;
layout (location = 0) out vec4 fragLight;
layout (binding = 0) uniform sampler2D albedoMap; ///< g-buffer colors
layout (binding = 1) uniform sampler2D worldSpacePositionMap; ///< vertex position in world-space
layout (binding = 2) uniform sampler2D viewSpacePositionMap; ///< vertex position in view-space
layout (binding = 3) uniform sampler2D normalMap; ///< vertex normal in view-space
layout (binding = 4) uniform sampler2DShadow shadowMap; ///< shadow map
uniform mat4 viewMatrix; // From world-space to camera view-space
uniform mat4 shadowMatrix; // From world-space to shadowCamera view-space
uniform vec3 light_color;
uniform float light_intensity;
uniform float light_attenuation;
uniform vec3 light_position;
vec3 pointLightADS(vec4 diffuseTexel,
vec3 positionTexel,
vec3 NormalTexel)
{
// Light position
vec3 light_position_viewSpace = (viewMatrix * vec4(light_position, 1)).xyz;
// Lighting
vec3 Lp = light_position_viewSpace;
float Li = light_intensity;
vec3 Ka = vec3(0.0);
vec3 Kd = light_color;
vec3 Ks = vec3(0.5);
float shininess = 10;
vec3 n = normalize(NormalTexel);
vec3 s = normalize(vec3(Lp) - positionTexel);
vec3 v = normalize(vec3(-positionTexel));
vec3 h = normalize(v + s);
float attentuationFactor = light_attenuation;
float distanceToLight = length(Lp.xyz - positionTexel.xyz);
float attenuation = 1.0 / (1.0 + attentuationFactor * pow(distanceToLight, 2));
vec3 pixelLight = vec3(Li * (Ka * diffuseTexel.rgb) +
attenuation *
((Kd * diffuseTexel.rgb) * max(dot(s, n), 0.0) +
(Ks * diffuseTexel.rgb) * pow(max(dot(h, n), 0.0), shininess)));
// Final color
return pixelLight;
}
void main()
{
// Lighting calc
vec3 a = vec3(0.0);
// vec3 ds = pointLightADS(texture(albedoMap, vertexTexCoords),
// texture(viewSpacePositionMap, vertexTexCoords).xyz,
// texture(normalMap, vertexTexCoords).xyz);
vec3 ds = pointLightADS(vec4(1,1,1,1),
texture(viewSpacePositionMap, vertexTexCoords).xyz,
texture(normalMap, vertexTexCoords).xyz);
fragLight = vec4(a + ds, 1);
}