55 lines
No EOL
859 B
GLSL
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);
|
|
} |