librw/src/gl/shaders/matfx_env.vert

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;
}