SWBF2-Classic-Msh-Viewer/QtMeshViewer/Resources/fshader.glsl

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#ifdef GL_ES
// Set default precision to medium
precision mediump int;
precision mediump float;
#endif
uniform mat3 n_matrix;
uniform sampler2D texture;
uniform struct Light {
vec3 position;
vec3 intensities;
} light;
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uniform bool b_transparent;
uniform bool b_light;
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varying vec2 v_surfaceUV;
varying vec3 v_surfacePosition;
varying vec3 v_surfaceNormal;
void main()
{
// variables
vec3 diffuse;
// get fragment color from texture
vec4 surfaceColor = vec4(texture2D(texture, v_surfaceUV));
// if not transparent, ignore alpha value and set it to 1
if(!b_transparent)
surfaceColor.a = 1.0f;
if(b_light)
{
// calculate normals in worldspace
vec3 normalWorld = normalize(n_matrix * v_surfaceNormal);
//get the surface - light vector (cause this is a point light)
vec3 surfaceToLight = normalize(light.position - v_surfacePosition);
// calculate the brightness depending on the angle
float diffuseCoefficient = max(0.0, dot(normalWorld, surfaceToLight));
// result diffuse color
diffuse = diffuseCoefficient * surfaceColor.rgb * light.intensities;
}
else
{
diffuse = surfaceColor.rgb;
}
// put all together
gl_FragColor = vec4(diffuse, surfaceColor.a);
}