Added light calculation to fragment shader

This commit is contained in:
C-Fu 2017-01-17 11:32:06 +01:00
parent 9b3ff7f737
commit 5191a46f72

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@ -4,21 +4,37 @@ precision mediump int;
precision mediump float;
#endif
uniform mat3 n_matrix;
uniform sampler2D texture;
uniform struct Light {
vec3 position;
vec3 intensities;
} light;
uniform bool b_transparent;
varying vec2 v_texcoord;
varying vec4 v_position;
varying vec3 v_normal;
void main()
{
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 finalColor = vec4(texture2D(texture, v_texcoord));
vec4 surfaceColor = vec4(texture2D(texture, v_texcoord));
if(!b_transparent)
{
finalColor.a = 1.0f;
surfaceColor.a = 1.0f;
}
gl_FragColor = finalColor;
gl_FragColor = vec4(brightness * light.intensities * surfaceColor.rgb, surfaceColor.a);
}