diff options
Diffstat (limited to 'assets/shaders/glsl100/instancing.fs')
-rw-r--r-- | assets/shaders/glsl100/instancing.fs | 65 |
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; +}
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