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#version 140
uniform sampler2D color;
uniform sampler2D position;
uniform sampler2D normal;
uniform vec2 winSize;
out vec4 fragColor;
struct PointLight
{
vec3 position;
vec3 direction;
vec4 color;
float intensity;
};
const int lightCount = 3;
uniform PointLightBlock {
PointLight lights[lightCount];
};
void main()
{
vec2 texCoord = gl_FragCoord.xy / winSize;
vec4 col = texture(color, texCoord);
vec3 pos = texture(position, texCoord).xyz;
vec3 norm = texture(normal, texCoord).xyz;
vec4 lightColor;
for (int i = 0; i < 3; i++) {
vec3 s = normalize(lights[i].position - pos);
lightColor += lights[i].color * (lights[i].intensity * max(dot(s, norm), 0.0));
}
lightColor /= float(lightCount);
fragColor = col * lightColor;
}
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