108 lines
2.4 KiB
GLSL
108 lines
2.4 KiB
GLSL
//////////////////////////////////////////////////////////////////////////////
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#ifdef VERTEX
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layout (location = 0) in vec3 a_position;
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layout (location = 1) in vec3 a_normal;
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layout (location = 2) in vec2 a_texcoord;
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uniform mat4 u_proj;
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uniform mat4 u_view;
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uniform mat4 u_model;
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out vec3 v_fragpos;
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out vec2 v_texcoord;
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out vec3 v_normal;
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void main()
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{
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v_fragpos = vec3(u_model * vec4(a_position, 1.0f));
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v_normal = mat3(transpose(inverse(u_model))) * a_normal;
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v_texcoord = a_texcoord;
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gl_Position = u_proj * u_view * u_model * vec4(a_position, 1.0f);
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}
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#endif
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//////////////////////////////////////////////////////////////////////////////
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#ifdef FRAGMENT
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in vec3 v_fragpos;
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in vec2 v_texcoord;
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in vec3 v_normal;
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out vec4 f_color;
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struct light_t {
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vec3 position;
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vec3 color;
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float intensity;
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};
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uniform sampler2D u_texture;
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uniform float u_texture_alpha;
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uniform int u_is_emitter;
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uniform int u_light_count;
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uniform float u_uv_scale;
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uniform vec2 u_uv_translation;
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uniform float u_powerup_timer;
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uniform float u_ambient_adjust;
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uniform light_t u_lights[30];
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const float START_TIMER = 15.0f;
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const float START_ALPHA = 0.25f;
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const float TIMER_STEPS = (1.0f-START_ALPHA) / START_TIMER;
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vec3 calc_light(light_t light, vec3 frag_normal, vec3 frag_pos)
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{
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const float ambient_strength = 0.5f;
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const float atten_constant = 1.0f;
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const float atten_linear = 0.05f;
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const float atten_quadratic = 20.0f;
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vec3 light_dir = normalize(light.position - frag_pos);
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float distance = length(light.position - frag_pos);
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float attenuation = 1.0f / (atten_constant + atten_linear * distance +
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atten_quadratic * (distance * distance));
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vec3 ambient = attenuation * vec3(ambient_strength);
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vec3 diffuse = attenuation * light.intensity * light.color * max(dot(normalize(frag_normal), light_dir), 0.0f);
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return ambient + diffuse;
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}
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void main()
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{
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vec3 light = vec3(0.05f);
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if (u_is_emitter == 1)
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{
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light = vec3(u_ambient_adjust);
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}
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else
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{
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for (int i = 0; i < u_light_count; i++)
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{
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light += calc_light(u_lights[i], v_normal, v_fragpos);
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}
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}
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vec2 texcoord = v_texcoord + (u_uv_translation * u_uv_scale);
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vec4 tex = texture(u_texture, texcoord);
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tex.a *= u_texture_alpha;
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f_color = tex * vec4(light, 1.0f);
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if (u_powerup_timer > 0.0f)
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{
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float timer = u_powerup_timer / 100.0f;
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f_color = vec4(f_color.rgb, START_ALPHA + (TIMER_STEPS*(START_TIMER-u_powerup_timer)));
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}
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}
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#endif
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//////////////////////////////////////////////////////////////////////////////
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