procedural-3d-engine/data/shaders/pushconstants/lights.frag
2016-02-16 15:07:25 +01:00

40 lines
No EOL
988 B
GLSL

#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#define lightCount 6
layout (location = 0) in vec3 inNormal;
layout (location = 2) in vec3 inColor;
layout (location = 3) in vec4 inLightVec[lightCount];
layout (location = 0) out vec4 outFragColor;
#define MAX_LIGHT_DIST 9.0 * 9.0
void main()
{
vec3 lightColor[lightCount];
lightColor[0] = vec3(1.0, 0.0, 0.0);
lightColor[1] = vec3(0.0, 1.0, 0.0);
lightColor[2] = vec3(0.0, 0.0, 1.0);
lightColor[3] = vec3(1.0, 0.0, 1.0);
lightColor[4] = vec3(0.0, 1.0, 1.0);
lightColor[5] = vec3(1.0, 1.0, 0.0);
vec3 diffuse = vec3(0.0);
// Just some very basic attenuation
for (int i = 0; i < lightCount; ++i)
{
float lRadius = MAX_LIGHT_DIST * inLightVec[i].w;
float dist = min(dot(inLightVec[i], inLightVec[i]), lRadius) / lRadius;
float distFactor = 1.0 - dist;
diffuse += lightColor[i] * distFactor;
}
outFragColor.rgb = diffuse;
}