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 mat4 norm_matrix;
uniform mat4 m_matrix;
uniform struct Light {
vec3 position;
vec3 intensities;
} light;
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uniform bool b_transparent;
varying vec2 v_texcoord;
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varying vec3 v_position;
varying vec3 v_normal;
void main()
{
mat3 n_matrix = transpose(inverse(mat3(norm_matrix * m_matrix)));
vec3 normal = normalize(n_matrix * v_normal);
vec3 surfaceToLight = light.position - v_position;
float brightness = dot(normal, surfaceToLight) / (length(surfaceToLight) * length(normal));
brightness = clamp(brightness, 0, 1);
// Set fragment color from texture
vec4 surfaceColor = vec4(texture2D(texture, v_texcoord));
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if(!b_transparent)
{
surfaceColor.a = 1.0f;
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}
gl_FragColor = vec4(brightness * light.intensities * surfaceColor.rgb, surfaceColor.a);
}