procedural-3d-engine/data/shaders/glsl/pushconstants/lights.frag
Ben Clayton ca884587a4 Move shaders into glsl and hlsl directories
Move `data/shaders` to `data/shaders/glsl`
Move `data/hlsl` to `data/shaders/hlsl`

Fix up shader paths in the cpp files to point to the new glsl location.

`data/shaders/hlsl/compile.py` still overwrites the glsl .spv files (for
now).

Issue: #723
2020-06-01 12:22:28 +01:00

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884 B
GLSL

#version 450
#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;
}