smrendererv3/SMCode/SM2D/Light/light.frag
2020-12-15 15:37:21 +01:00

55 lines
No EOL
859 B
GLSL

#version 330
#define PI 3.14159265359
struct Light {
int Type;
vec2 Position;
vec4 Color;
// pointStuff;
float Power;
};
in vec2 vTexture;
in vec2 FragPos;
uniform vec4 Ambient = vec4(1);
uniform Light[24] Lights;
uniform int LightCount;
layout(location = 0) out vec4 color;
vec4 GetRenderColor();
vec3 calcPointLight(Light light) {
vec2 diff = light.Position - FragPos;
float dif = light.Power / length(diff);
float intensity = 4 * PI * dif * (dif * dif);
return vec3(intensity);
}
vec3 calcLight() {
vec3 addedLight = vec3(0);
for(int i = 0; i < LightCount; i++) {
Light light = Lights[i];
switch(light.Type) {
case 0:
addedLight += calcPointLight(light);
break;
}
}
return addedLight;
}
void main() {
vec4 render = GetRenderColor();
color = render * Ambient;
color += vec4(calcLight() * render.xyz, 1);
}