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#version 110
uniform sampler2D color;
uniform sampler2D position;
uniform sampler2D normal;
uniform vec2 winSize;
struct PointLight
{
vec3 position;
vec3 direction;
vec4 color;
float intensity;
};
const int lightCount = 3;
uniform struct
{
PointLight lights[lightCount];
} pointLights;
void main()
{
vec2 texCoord = gl_FragCoord.xy / winSize;
vec4 col = texture2D(color, texCoord);
vec3 pos = texture2D(position, texCoord).xyz;
vec3 norm = texture2D(normal, texCoord).xyz;
vec4 lightColor;
for (int i = 0; i < 3; i++) {
vec3 s = normalize(pointLights.lights[i].position - pos);
lightColor += pointLights.lights[i].color * (pointLights.lights[i].intensity * max(dot(s, norm), 0.0));
}
lightColor /= float(lightCount);
gl_FragColor = col * lightColor;
}
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