smrendererv3/SMCode/SM2D/Light/light.frag
2020-12-14 15:52:14 +01:00

47 lines
No EOL
770 B
GLSL

#version 330
#define PI 3.14159265359
struct Light {
int Type;
vec2 Position;
vec4 Color;
};
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) {
float dis = distance(FragPos, light.Position);
float intensity = 4 / 4 * PI * pow(dis, 2);
return vec3(light.Color * 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() {
color = GetRenderColor() * Ambient;
color += vec4(calcLight(), 1);
}