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June 10, 2023 00:12
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// | |
// Full lighting shader template | |
// Verto Studio 3D | |
// Created by Mike Farrell | |
// | |
// Please read the shader section of the user-guide | |
// for more information on shader programming | |
// within Verto Studio | |
precision mediump float; | |
in mediump vec3 va_normal; | |
in mediump vec4 va_eyepos; | |
out vec4 fragColor; | |
//Material colors | |
struct Material | |
{ | |
lowp vec4 ambient, diffuse, specular, emissive; | |
lowp float alpha; | |
mediump float shininess; | |
}; | |
uniform Material material; | |
//Lights | |
struct Light | |
{ | |
mediump vec4 position; | |
lowp vec4 ambient, diffuse, specular; | |
mediump vec3 spotDirection; | |
float spotExponent, spotCosCutoff; | |
float constantAttenuation, linearAttenuation, | |
quadraticAttenuation; | |
bool enabled; | |
}; | |
uniform Light lights[8]; //up to 8 lights | |
uniform vec4 lightModelProductSceneColor; | |
int getIndexOfFirstLight() | |
{ | |
for(int i = 0; i < 8; i++) | |
{ | |
if(lights[i].enabled) | |
return i; | |
} | |
return -1; | |
} | |
void main() | |
{ | |
vec4 diffuseColor = vec4(0.0), | |
ambientColor = vec4(0.0), | |
specularColor = vec4(0.0); | |
vec3 lightColor = vec3(0.0); | |
//perform point lighting | |
for(int i = 0; i < 8; i++) | |
{ | |
if(lights[i].enabled == false) | |
continue; | |
mediump vec3 ecPosition3, VP; | |
mediump float nDotVP, nDotHV, pf; | |
mediump vec3 normal, halfVector; | |
mediump vec3 eye; | |
eye = vec3(0.0, 0.0, 1.0); | |
normal = normalize(va_normal); | |
//get the vector from the viewer to the light | |
ecPosition3 = (vec3(va_eyepos)) / va_eyepos.w; | |
VP = normalize(vec3(lights[0].position)-ecPosition3); | |
halfVector = normalize(VP + eye); | |
//calculate the cosine of the angle between the | |
//normal vector and the light | |
nDotVP = dot(normal, VP); | |
//use light and material colors + nDotVP cosine | |
//fall-off to compute final light color | |
diffuseColor += lights[i].diffuse * material.diffuse * | |
nDotVP; | |
ambientColor += lights[i].ambient * material.ambient; | |
//specular component | |
nDotHV = max(0.0, dot(normal, halfVector)); | |
pf = pow(nDotHV, material.shininess); | |
specularColor += lights[i].specular | |
* material.specular*pf; | |
} | |
//final light sum | |
lightColor = (lightModelProductSceneColor + | |
diffuseColor + ambientColor + | |
specularColor).rgb; | |
lightColor = clamp(lightColor, 0.0, 1.0); | |
fragColor = vec4(lightColor, material.alpha); | |
} |
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