Add Normal in vertex. And add light in shader.

This commit is contained in:
Troispoils 2024-02-28 17:07:45 +01:00
parent 8908ef1332
commit 0e96615b32
16 changed files with 221 additions and 85 deletions

View file

@ -3,9 +3,12 @@
out vec4 outputColor;
uniform vec3 viewPos;
uniform vec3 lightPos;
uniform vec3 lightColor;
uniform sampler2D texture0;
in vec4 FarColor;
in vec3 Normal;
in vec3 FragPos;
in vec2 TexCoord;
in vec4 TexType;
@ -41,8 +44,14 @@ void main()
vec4 mix2 = mix(blendedColor[1], blendedColor[3], weightX);
vec4 finalColor = mix(mix1, mix2, weightY);
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
vec4 litColor = vec4(diffuse, 1.0) * finalColor;
float distance = length(viewPos - FragPos);
float interpolationFactor = clamp(distance / 1000.0, 0.0, 1.0);
outputColor = mix(finalColor, FarColor, interpolationFactor);
outputColor = mix(litColor, FarColor, interpolationFactor);
}

View file

@ -1,16 +1,18 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec4 aColor;
layout (location = 2) in vec4 aColorFar;
layout (location = 3) in vec2 aTexCoord;
layout (location = 4) in vec4 aTexType;
layout (location = 5) in float aRealTexType;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec4 aColor;
layout (location = 3) in vec4 aColorFar;
layout (location = 4) in vec2 aTexCoord;
layout (location = 5) in vec4 aTexType;
layout (location = 6) in float aRealTexType;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec3 FragPos;
out vec3 Normal;
out vec4 Color;
out vec4 FarColor;
out vec2 TexCoord;
@ -21,6 +23,7 @@ void main()
{
gl_Position = vec4(aPos, 1.0) * model * view * projection;
FragPos = vec3(vec4(aPos, 1.0) * model);
Normal = aNormal;
Color = aColor;
FarColor = aColorFar;
TexCoord = aTexCoord;