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-rw-r--r--source/shaders/model/model.fs.glsl152
-rw-r--r--source/shaders/model/model.vs.glsl25
2 files changed, 0 insertions, 177 deletions
diff --git a/source/shaders/model/model.fs.glsl b/source/shaders/model/model.fs.glsl
deleted file mode 100644
index 87da0b6..0000000
--- a/source/shaders/model/model.fs.glsl
+++ /dev/null
@@ -1,152 +0,0 @@
-#version 330 core
-
-#define MAX_TEXTURES 32
-struct Material {
- sampler2D diffuse[MAX_TEXTURES];
- sampler2D specular[MAX_TEXTURES];
- float shininess;
-};
-
-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 VertexWorldPos;
-uniform Material material;
-uniform PointLight pointLight;
-uniform DirectionalLight dirLight;
-uniform vec3 cameraPosition;
-
-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 - VertexWorldPos);
- 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 - VertexWorldPos);
- 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 - VertexWorldPos);
- float SL_attenuationFactor = 1.0 /
- (light.kC + (light.kL * SL_lightDistance) + (light.kQ * SL_lightDistance * SL_lightDistance));
- vec3 SL_lightDir = normalize(light.position - VertexWorldPos);
-
- 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 - VertexWorldPos);
- vec3 combinedAmbience = vec3(0.0);
- vec3 combinedDiffuse = vec3(0.0);
- vec3 combinedSpecular = vec3(0.0);
-
- LightFactor DL_factors = make_directional_light(dirLight, CONST_viewDir);
- combinedAmbience += DL_factors.ambient;
- combinedDiffuse += DL_factors.diffuse;
- combinedSpecular += DL_factors.specular;
-
- //LightFactor PL_factors = make_point_light(pointLight, CONST_viewDir);
- //combinedAmbience += PL_factors.ambient;
- //combinedDiffuse += PL_factors.diffuse;
- //combinedSpecular += PL_factors.specular;
-
- vec3 ambientLight = combinedAmbience * vec3(texture(material.diffuse[0], TexCoords));
- vec3 diffuseLight = combinedDiffuse * vec3(texture(material.diffuse[0], TexCoords));
- vec3 specularLight = combinedSpecular * vec3(texture(material.specular[0], TexCoords));
-
- vec3 color = ambientLight + diffuseLight + specularLight;
- FragColor = vec4(color, 1.0);
-};
diff --git a/source/shaders/model/model.vs.glsl b/source/shaders/model/model.vs.glsl
deleted file mode 100644
index da394cf..0000000
--- a/source/shaders/model/model.vs.glsl
+++ /dev/null
@@ -1,25 +0,0 @@
-#version 330 core
-layout(location=0) in vec3 aPos;
-layout(location=1) in vec3 aNormal;
-layout(location=2) in vec2 aTex;
-
-uniform mat4 Model;
-uniform mat4 View;
-uniform mat4 Projection;
-
-out vec2 TexCoords;
-out vec3 VertexWorldPos;
-out vec3 FragNormal;
-
-// @note: I still do not fully understand how the FragNormal calculation works. Need to make sure I intuitively
-// get that
-
-void main() {
- gl_Position = Projection*View*Model*vec4(aPos, 1.0);
-
- VertexWorldPos = vec3(Model * vec4(aPos, 1.0));
- FragNormal = mat3(transpose(inverse(Model))) * aNormal;
- FragNormal = normalize(FragNormal);
- TexCoords = aTex;
-};
-