Files
openglplayground/shaders/textured.vs
2014-11-18 19:00:51 +01:00

42 lines
1.2 KiB
GLSL

#version 330 core
#extension GL_ARB_shading_language_420pack : enable
uniform mat4 projection_matrix;
uniform mat4 view_matrix;
uniform mat4 model_matrix;
const uint lights = 2u;
const vec3 lightPos[lights] = {vec3(2.0, -2.0, 10.0),
vec3(2.0, 2.0, 10.0)};
const vec3 lightColor[lights] = {vec3(1.0, 0.9, 0.8),
vec3(0.0, 1.0, 0.0)};
const float lightIntensity[lights] = {75.0, 25.0};
layout(location = 0) in vec3 vertex;
layout(location = 1) in vec2 vertexTC;
layout(location = 2) in vec3 vertexNorm;
out vec2 fragTC;
out vec3 lightColors[lights];
out vec3 lightVecs[lights];
void main(void) {
vec4 vertex_Pos = model_matrix * vec4(vertex, 1.0);
gl_Position = projection_matrix * view_matrix * vertex_Pos;
fragTC = vertexTC;
vec3 vertexNorm_trans = (model_matrix*vec4(vertexNorm, 0.0)).xyz;
for (uint i = 0u;i < lights;++i) {
vec3 lightVec = lightPos[i]-vertex_Pos.xyz;
lightVecs[i] = -lightVec;
vec3 lightNorm = normalize(lightVec);
float lightDist = length(lightVec);
lightColors[i] = lightColor[i]*clamp(dot(vertexNorm_trans, lightNorm), 0.0, 1.0)*
clamp(lightIntensity[i]/(lightDist*lightDist), 0.0, 1.0);
}
}