51 lines
1.1 KiB
GLSL
51 lines
1.1 KiB
GLSL
#version 150 core
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uniform sampler2D uColor;
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uniform sampler2D uNormal;
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uniform sampler2D uDepth;
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#define USE_SAMPLER2D_SHADOW 1
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#ifdef USE_SAMPLER2D_SHADOW
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uniform sampler2DShadow uShadowMap;
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#else
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uniform sampler2D uShadowMap;
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#endif
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uniform sampler2D uPosition;
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uniform vec3 uViewPosition;
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uniform vec3 uLightDirection;
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uniform mat4 uLightSpaceMatrix;
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in vec2 ioFragTexCoords;
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out vec3 outColor;
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void main() {
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vec3 color = texture(uColor, ioFragTexCoords).rgb;
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vec3 normal = texture (uNormal, ioFragTexCoords).xyz;
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float depth = texture (uDepth, ioFragTexCoords).r;
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vec3 position = texture (uPosition, ioFragTexCoords).xyz;
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// ambient lighting
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float ambient_strength = 0.2;
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vec3 ambient = ambient_strength * color;
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vec3 light_dir = normalize(uLightDirection);
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// diffuse lighting
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float diff = max(dot(normal, light_dir), 0.0);
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vec3 diffuse = diff * color;
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// specular lighting
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vec3 view_dir = normalize(-position);
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vec3 halfway_dir = normalize(light_dir + view_dir);
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float spec = pow(max(dot(normal, halfway_dir), 0.0), 32);
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vec3 specular = spec * vec3(0.5);
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// shadow
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outColor = ambient + (diffuse + specular);
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}
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