175 lines
6.1 KiB
GLSL
175 lines
6.1 KiB
GLSL
#version 330 core
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out vec4 FragColor;
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in vec3 FragPos;
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in vec3 Normal;
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in vec2 TexCoord;
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uniform sampler2D texture1;
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uniform sampler2D overlayTex;
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uniform sampler2D normalMap;
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uniform float mixAmount = 0.2;
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uniform bool hasOverlay = false;
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uniform bool hasNormalMap = false;
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uniform bool unlit = false;
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uniform vec3 viewPos;
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uniform vec3 materialColor = vec3(1.0);
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uniform float ambientStrength = 0.2;
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uniform vec3 ambientColor = vec3(1.0);
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uniform float specularStrength = 0.5;
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uniform float shininess = 32.0;
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const int MAX_LIGHTS = 10;
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uniform int lightCount = 0; // up to MAX_LIGHTS
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// type: 0 dir, 1 point, 2 spot, 3 area (rect)
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uniform int lightTypeArr[MAX_LIGHTS];
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uniform vec3 lightDirArr[MAX_LIGHTS];
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uniform vec3 lightPosArr[MAX_LIGHTS];
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uniform vec3 lightColorArr[MAX_LIGHTS];
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uniform float lightIntensityArr[MAX_LIGHTS];
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uniform float lightRangeArr[MAX_LIGHTS];
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uniform float lightInnerCosArr[MAX_LIGHTS];
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uniform float lightOuterCosArr[MAX_LIGHTS];
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uniform vec2 lightAreaSizeArr[MAX_LIGHTS];
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uniform float lightAreaFadeArr[MAX_LIGHTS];
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// Single directional light controlled by hierarchy (fallback if none set)
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uniform vec3 lightDir = normalize(vec3(0.3, 1.0, 0.5));
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uniform vec3 lightColor = vec3(1.0);
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uniform float lightIntensity = 1.0;
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void main()
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{
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vec3 norm = normalize(Normal);
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vec3 viewDir = normalize(viewPos - FragPos);
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// Texture mixing (corrected)
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vec4 tex1 = texture(texture1, TexCoord);
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vec3 texColor = tex1.rgb;
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if (hasOverlay) {
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vec3 overlay = texture(overlayTex, TexCoord).rgb;
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texColor = mix(texColor, overlay, mixAmount);
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}
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vec3 baseColor = texColor * materialColor;
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if (unlit) {
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FragColor = vec4(baseColor, tex1.a);
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return;
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}
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// Normal map (tangent-space)
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if (hasNormalMap) {
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vec3 mapN = texture(normalMap, TexCoord).xyz * 2.0 - 1.0;
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vec3 dp1 = dFdx(FragPos);
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vec3 dp2 = dFdy(FragPos);
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vec2 duv1 = dFdx(TexCoord);
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vec2 duv2 = dFdy(TexCoord);
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vec3 tangent = normalize(dp1 * duv2.y - dp2 * duv1.y);
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vec3 bitangent = normalize(-dp1 * duv2.x + dp2 * duv1.x);
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mat3 TBN = mat3(tangent, bitangent, normalize(Normal));
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norm = normalize(TBN * mapN);
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}
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vec3 ambient = ambientStrength * ambientColor * baseColor;
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vec3 lighting = ambient;
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int count = min(lightCount, MAX_LIGHTS);
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for (int i = 0; i < count; ++i) {
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int ltype = lightTypeArr[i];
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float intensity = lightIntensityArr[i];
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if (intensity <= 0.0) continue;
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vec3 lDirN;
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float attenuation = 1.0;
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if (ltype == 0) {
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lDirN = -normalize(lightDirArr[i]);
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} else if (ltype == 3) { // area light approximate
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vec3 n = normalize(lightDirArr[i]);
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vec3 up = abs(n.y) > 0.9 ? vec3(1.0, 0.0, 0.0) : vec3(0.0, 1.0, 0.0);
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vec3 tangent = normalize(cross(up, n));
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vec3 bitangent = cross(n, tangent);
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vec3 center = lightPosArr[i];
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vec3 rel = FragPos - center;
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float distPlane = dot(rel, n);
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vec3 onPlane = FragPos - distPlane * n;
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vec2 halfSize = lightAreaSizeArr[i] * 0.5;
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vec2 local;
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local.x = dot(onPlane - center, tangent);
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local.y = dot(onPlane - center, bitangent);
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float fade = clamp(lightAreaFadeArr[i], 0.0, 1.0);
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vec2 absLocal = abs(local);
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float edgeWeight = 1.0;
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if (fade < 0.0001) {
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if (absLocal.x > halfSize.x || absLocal.y > halfSize.y) continue;
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} else {
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vec2 inner = halfSize * (1.0 - fade);
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vec2 delta = max(halfSize - inner, vec2(0.0001));
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vec2 outside = max(absLocal - inner, vec2(0.0));
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float maxOutside = max(outside.x / delta.x, outside.y / delta.y);
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edgeWeight = 1.0 - clamp(maxOutside, 0.0, 1.0);
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if (edgeWeight <= 0.0) continue;
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edgeWeight = smoothstep(0.0, 1.0, edgeWeight);
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}
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vec3 closest = center + tangent * local.x + bitangent * local.y;
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vec3 lvec = closest - FragPos;
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float dist = length(lvec);
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if (dist < 1e-4) continue;
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lDirN = normalize(lvec);
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float range = lightRangeArr[i];
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if (range > 0.0 && dist > range) continue;
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if (range > 0.0) {
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float falloff = clamp(1.0 - (dist / range), 0.0, 1.0);
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attenuation = falloff * falloff;
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}
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// Lambert against area normal for softer look
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float nl = max(dot(norm, lDirN), 0.0);
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float facing = max(dot(n, -lDirN), 0.0);
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attenuation *= facing * edgeWeight;
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vec3 diffuse = nl * lightColorArr[i] * intensity;
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vec3 halfwayDir = normalize(lDirN + viewDir);
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float spec = pow(max(dot(norm, halfwayDir), 0.0), shininess);
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vec3 specular = specularStrength * spec * lightColorArr[i] * intensity;
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lighting += attenuation * (diffuse + specular) * baseColor;
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continue;
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} else {
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vec3 ldir = lightPosArr[i] - FragPos;
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float dist = length(ldir);
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lDirN = normalize(ldir);
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float range = lightRangeArr[i];
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if (range > 0.0 && dist > range) continue;
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if (range > 0.0) {
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float falloff = clamp(1.0 - (dist / range), 0.0, 1.0);
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attenuation = falloff * falloff;
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}
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}
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float diff = max(dot(norm, lDirN), 0.0);
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vec3 diffuse = diff * lightColorArr[i] * intensity;
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vec3 halfwayDir = normalize(lDirN + viewDir);
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float spec = pow(max(dot(norm, halfwayDir), 0.0), shininess);
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vec3 specular = specularStrength * spec * lightColorArr[i] * intensity;
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if (ltype == 2) {
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float cosTheta = dot(-lDirN, normalize(lightDirArr[i]));
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float spotAtten = smoothstep(lightOuterCosArr[i], lightInnerCosArr[i], cosTheta);
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attenuation *= spotAtten;
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}
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lighting += attenuation * (diffuse + specular) * baseColor;
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}
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float alpha = tex1.a;
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FragColor = vec4(lighting, alpha); // Preserve alpha if needed
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}
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