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
1 changed files with 19 additions and 3 deletions

View File

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