nenuzhno-engine_iter1/assets/base/shaders/lightPoint.fs

44 lines
1.1 KiB
GLSL

#version 100
precision highp float;
varying vec3 v_position;
varying vec3 v_normal;
varying vec2 v_uv;
uniform sampler2D u_texture;
uniform vec3 u_lightColor;
uniform vec3 u_lightPos;
uniform float u_lightSize;
varying vec3 v_viewDir;
const float specPower = 10.0;
vec3 calcLight(vec3 dir, vec3 norm, vec3 lcol, vec3 col){
vec3 reflectVec = reflect(-dir, norm);
float diffuse = max(0.0,dot(norm,dir));
vec3 vd = normalize(v_viewDir);
float specular = 0.3*pow(max(dot(vd, reflectVec), 0.0), specPower);
return col*diffuse*lcol + specular*lcol;
}
vec3 calcPointLight(vec3 pos, vec3 norm, vec3 lcol, vec3 col){
//float atten = 1.0 - pow(clamp(length(pos-v_position)/u_lightSize, 0.0, 1.0), 1.5);
float atten = 1.0-clamp(length(pos-v_position)/u_lightSize, 0.0, 1.0);
return calcLight(normalize(pos-v_position),norm,lcol,col)*atten;
}
void main()
{
//if(length(u_lightPos-v_position)>u_lightSize)
// discard;
vec4 col = texture2D(u_texture, v_uv);
vec3 norm = normalize(v_normal);
vec4 outc = vec4(0.0,0.0,0.0,1.0);
outc.rgb += calcPointLight(u_lightPos,norm,u_lightColor,col.rgb);
gl_FragColor = outc;
}