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Diffstat (limited to 'source/lessons/lighting/shaders/light_subject.fs.glsl')
-rw-r--r-- | source/lessons/lighting/shaders/light_subject.fs.glsl | 200 |
1 files changed, 200 insertions, 0 deletions
diff --git a/source/lessons/lighting/shaders/light_subject.fs.glsl b/source/lessons/lighting/shaders/light_subject.fs.glsl new file mode 100644 index 0000000..f3e1d58 --- /dev/null +++ b/source/lessons/lighting/shaders/light_subject.fs.glsl @@ -0,0 +1,200 @@ +#version 330 core + +/* +@note: an explanation of why the light direction vector is taken from fragment to the +light source. +Basic LA really, we need to calculate the angle between the direction of the 2 vectors: + a. The direction at which light incidents with the fragment + b. The normal vector +The reason the light direction is taken from the fragment to the light source, is precisely so we can calculate +the angle between the normal and the direction at which light would hit. This if taken as starting from the light +source would actually be incorrect, since we would be calculating the angle between the light source in the direction +of the fragment and the normal. Consider what happens when it is directly above. The angle becomes 180, not 0. This +is because the normal moves in the direction opposite to the lights direction if taken this way, which is not what +we expect or want. +Reversing this, allows us to consider the angle at the point in which light hits the fragment, and the normal vector +of the fragment. +*/ + +struct Material { + sampler2D diffuse; + sampler2D specular; + float shininess; +}; + +struct Light { + vec3 ambient; + vec3 diffuse; + vec3 specular; + + vec3 position; +}; + +struct DirectionalLight { + vec3 direction; + + vec3 ambient; + vec3 diffuse; + vec3 specular; +}; + +struct PointLight { + vec3 position; + + vec3 ambient; + vec3 diffuse; + vec3 specular; + + // attentuation factors + float kC; + float kL; + float kQ; +}; + +struct SpotLight { + vec3 position; + + vec3 ambient; + vec3 diffuse; + vec3 specular; + + // attenuation factors + float kC; + float kL; + float kQ; + + // vector for the direction directly in front of the spotlight + vec3 front; + + // spot radius + float radius_inner; + float radius_outer; // to smooth out the light + +}; + +// this is the result of a light creation. This contains the multipliers for each kind of a light we want +// to have. +struct LightFactor { + vec3 ambient; + vec3 diffuse; + vec3 specular; +}; + +in vec2 texCoords; +in vec3 fragNormal; +in vec3 worldPosition; + +uniform Material material; + +uniform Light light; +uniform DirectionalLight dirLight; +uniform PointLight pointLight; +uniform PointLight multiPointLight[4]; +uniform SpotLight spotLight; + +uniform vec3 cameraPosition; +uniform vec3 lightColor; + +out vec4 FragColor; + +LightFactor make_directional_light(DirectionalLight light, vec3 CONST_viewDir) { + LightFactor res; + + vec3 DL_lightDir = normalize(-light.direction); + res.ambient = light.ambient; + + float DL_diffuseStrength = max(dot(DL_lightDir, fragNormal), 0.0); + res.diffuse = light.diffuse * DL_diffuseStrength; + + vec3 DL_reflectDir = reflect(-DL_lightDir, fragNormal); + float DL_specularity = max(dot(CONST_viewDir, DL_reflectDir), 0.0); + float DL_shinePower = pow(DL_specularity, material.shininess); + res.specular = light.specular * DL_shinePower; + + return res; +}; + +LightFactor make_point_light(PointLight light, vec3 CONST_viewDir) { + LightFactor res; + + float PL_lightDistance = length(light.position - worldPosition); + float PL_attenuationFactor = 1.0 / + (light.kC + (light.kL * PL_lightDistance) + (light.kQ * PL_lightDistance * PL_lightDistance)); + res.ambient = PL_attenuationFactor * light.ambient; + + vec3 PL_lightDir = normalize(light.position - worldPosition); + float PL_diffuseStrength = max(dot(PL_lightDir, fragNormal), 0.0); + res.diffuse = PL_attenuationFactor * light.diffuse * PL_diffuseStrength; + + vec3 PL_reflectDir = reflect(-PL_lightDir, fragNormal); + float PL_specularity = max(dot(CONST_viewDir, PL_reflectDir), 0.0); + float PL_shinePower = pow(PL_specularity, material.shininess); + res.specular = PL_attenuationFactor * PL_shinePower * light.specular; + + return res; +} + +LightFactor make_spot_light(SpotLight light, vec3 CONST_viewDir) { + LightFactor res; + + float SL_lightDistance = length(light.position - worldPosition); + float SL_attenuationFactor = 1.0 / + (light.kC + (light.kL * SL_lightDistance) + (light.kQ * SL_lightDistance * SL_lightDistance)); + vec3 SL_lightDir = normalize(light.position - worldPosition); + + res.ambient = SL_attenuationFactor * light.ambient; + + float SL_diffAmount = dot(SL_lightDir, normalize(-light.front)); + float SL_spotLightFadeFactor = clamp((SL_diffAmount - light.radius_outer)/(light.radius_inner - light.radius_outer), 0.0f, 1.0f); + float SL_diffuseStrength = max(dot(SL_lightDir, fragNormal), 0.0); + res.diffuse = SL_spotLightFadeFactor * SL_attenuationFactor * light.diffuse * SL_diffuseStrength; + + vec3 SL_reflectDir = reflect(-SL_lightDir, fragNormal); + float SL_specularity = max(dot(CONST_viewDir, SL_reflectDir), 0.0); + float SL_shinePower = pow(SL_specularity, material.shininess); + res.specular = SL_spotLightFadeFactor * SL_attenuationFactor * SL_shinePower * light.specular; + + return res; +} + +void main() { + vec3 CONST_viewDir = normalize(cameraPosition - worldPosition); + vec3 combinedAmbience = vec3(0.0); + vec3 combinedDiffuse = vec3(0.0); + vec3 combinedSpecular = vec3(0.0); + + // directional light calculations and stuff + //LightFactor DL_factors = make_directional_light(dirLight, CONST_viewDir); + //combinedAmbience += DL_factors.ambient; + //combinedDiffuse += DL_factors.diffuse; + //combinedSpecular += DL_factors.specular; + + // pointlight calculations and stuff + //LightFactor PL_factors = make_point_light(pointLight, CONST_viewDir); + //combinedAmbience += PL_factors.ambient; + //combinedDiffuse += PL_factors.diffuse; + //combinedSpecular += PL_factors.specular; + + // multiple point lights + for (int i=0; i<4; i++) + { + PointLight pl = multiPointLight[i]; + LightFactor MPL_factors = make_point_light(pl, CONST_viewDir); + combinedAmbience += MPL_factors.ambient; + combinedDiffuse += MPL_factors.diffuse; + combinedSpecular += MPL_factors.specular; + } + + // spotlight calculations + LightFactor SL_factors = make_spot_light(spotLight, CONST_viewDir); + combinedAmbience += SL_factors.ambient; + combinedDiffuse += SL_factors.diffuse; + combinedSpecular += SL_factors.specular; + + vec3 ambientLight = combinedAmbience * vec3(texture(material.diffuse, texCoords)); + vec3 diffuseLight = combinedDiffuse * vec3(texture(material.diffuse, texCoords)); + vec3 specularLight = combinedSpecular * vec3(texture(material.specular, texCoords)); + + vec3 color = ambientLight + diffuseLight + specularLight; + FragColor = vec4(color, 1.0); +} |