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authornathan <nathansmith@disroot.org>2025-08-09 06:48:29 +0000
committernathan <nathansmith@disroot.org>2025-08-09 06:48:29 +0000
commit2a62d42bd169f97feec737261cdcc68b7d5c3733 (patch)
tree2569b8f91a006ec92e7ebe3f285a9913f05c0c63 /assets
parentb53a1285f75a6d8eda6d4e96f3d7bb3faa442962 (diff)
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Fixed up instancing more
Diffstat (limited to 'assets')
-rw-r--r--assets/shaders/glsl100/instancing.fs65
1 files changed, 2 insertions, 63 deletions
diff --git a/assets/shaders/glsl100/instancing.fs b/assets/shaders/glsl100/instancing.fs
index 596da0f..8767a28 100644
--- a/assets/shaders/glsl100/instancing.fs
+++ b/assets/shaders/glsl100/instancing.fs
@@ -2,76 +2,15 @@
precision mediump float;
-// Input vertex attributes (from vertex shader)
-varying vec3 fragPosition;
varying vec2 fragTexCoord;
-varying vec4 fragColor;
-varying vec3 fragNormal;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
-// NOTE: Add your custom variables here
-
-#define MAX_LIGHTS 4
-#define LIGHT_DIRECTIONAL 0
-#define LIGHT_POINT 1
-
-struct Light {
- int enabled;
- int type;
- vec3 position;
- vec3 target;
- vec4 color;
-};
-
-// Input lighting values
-uniform Light lights[MAX_LIGHTS];
-uniform vec4 ambient;
-uniform vec3 viewPos;
-
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture2D(texture0, fragTexCoord);
- vec3 lightDot = vec3(0.0);
- vec3 normal = normalize(fragNormal);
- vec3 viewD = normalize(viewPos - fragPosition);
- vec3 specular = vec3(0.0);
-
- vec4 tint = colDiffuse * fragColor;
-
- // NOTE: Implement here your fragment shader code
-
- for (int i = 0; i < MAX_LIGHTS; i++)
- {
- if (lights[i].enabled == 1)
- {
- vec3 light = vec3(0.0);
-
- if (lights[i].type == LIGHT_DIRECTIONAL)
- {
- light = -normalize(lights[i].target - lights[i].position);
- }
-
- if (lights[i].type == LIGHT_POINT)
- {
- light = normalize(lights[i].position - fragPosition);
- }
-
- float NdotL = max(dot(normal, light), 0.0);
- lightDot += lights[i].color.rgb*NdotL;
-
- float specCo = 0.0;
- if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // 16 refers to shine
- specular += specCo;
- }
- }
-
- vec4 finalColor = (texelColor*((tint + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
- finalColor += texelColor*(ambient/10.0);
-
- // Gamma correction
- gl_FragColor = pow(finalColor, vec4(1.0/2.2));
-}
+ gl_FragColor = texelColor*colDiffuse;
+} \ No newline at end of file