mirror of
https://github.com/aap/librw.git
synced 2025-04-25 19:15:28 +01:00
59 lines
1.1 KiB
GLSL
59 lines
1.1 KiB
GLSL
#version 330
|
|
|
|
layout(std140) uniform Scene
|
|
{
|
|
mat4 u_proj;
|
|
mat4 u_view;
|
|
};
|
|
|
|
#define MAX_LIGHTS 8
|
|
struct Light {
|
|
vec4 position;
|
|
vec4 direction;
|
|
vec4 color;
|
|
float radius;
|
|
float minusCosAngle;
|
|
};
|
|
|
|
layout(std140) uniform Object
|
|
{
|
|
mat4 u_world;
|
|
vec4 u_ambLight;
|
|
int u_numLights;
|
|
Light u_lights[MAX_LIGHTS];
|
|
};
|
|
|
|
uniform vec4 u_matColor;
|
|
uniform vec4 u_surfaceProps; // amb, spec, diff, extra
|
|
|
|
uniform mat4 u_texMatrix;
|
|
uniform float u_coefficient;
|
|
|
|
layout(location = 0) in vec3 in_pos;
|
|
layout(location = 1) in vec3 in_normal;
|
|
layout(location = 2) in vec4 in_color;
|
|
layout(location = 3) in vec2 in_tex0;
|
|
|
|
out vec4 v_color;
|
|
out vec2 v_tex0;
|
|
|
|
void
|
|
main(void)
|
|
{
|
|
vec4 V = u_world * vec4(in_pos, 1.0);
|
|
gl_Position = u_proj * u_view * V;
|
|
vec3 N = mat3(u_world) * in_normal;
|
|
|
|
v_color = in_color;
|
|
for(int i = 0; i < u_numLights; i++){
|
|
float L = max(0.0, dot(N, -normalize(u_lights[i].direction.xyz)));
|
|
v_color.rgb += u_lights[i].color.rgb*L*u_surfaceProps.z;
|
|
}
|
|
v_color.rgb += u_ambLight.rgb*u_surfaceProps.x;
|
|
v_color *= u_matColor;
|
|
|
|
v_color *= u_coefficient;
|
|
vec3 cN = mat3(u_view) * in_normal;
|
|
v_tex0 = (u_texMatrix * vec4(cN, 1.0)).xy;
|
|
}
|