40 lines
No EOL
988 B
GLSL
40 lines
No EOL
988 B
GLSL
#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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#define lightCount 6
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layout (location = 0) in vec3 inNormal;
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layout (location = 2) in vec3 inColor;
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layout (location = 3) in vec4 inLightVec[lightCount];
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layout (location = 0) out vec4 outFragColor;
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#define MAX_LIGHT_DIST 9.0 * 9.0
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void main()
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{
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vec3 lightColor[lightCount];
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lightColor[0] = vec3(1.0, 0.0, 0.0);
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lightColor[1] = vec3(0.0, 1.0, 0.0);
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lightColor[2] = vec3(0.0, 0.0, 1.0);
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lightColor[3] = vec3(1.0, 0.0, 1.0);
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lightColor[4] = vec3(0.0, 1.0, 1.0);
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lightColor[5] = vec3(1.0, 1.0, 0.0);
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vec3 diffuse = vec3(0.0);
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// Just some very basic attenuation
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for (int i = 0; i < lightCount; ++i)
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{
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float lRadius = MAX_LIGHT_DIST * inLightVec[i].w;
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float dist = min(dot(inLightVec[i], inLightVec[i]), lRadius) / lRadius;
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float distFactor = 1.0 - dist;
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diffuse += lightColor[i] * distFactor;
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}
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outFragColor.rgb = diffuse;
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} |