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api8/shaders/manif.fs
2023-05-27 03:06:12 +02:00

40 lines
1.1 KiB
GLSL

#version 330
in vec4 pos_model;
in vec3 vec_normal;
in vec4 shadowMapCoord;
out vec4 fragColor;
const int max = 3; // should change in cpu too
uniform vec4 couleur;
uniform vec4 lumPos[max];
uniform mat4 view;
uniform vec4 lumColor[max];
uniform sampler2D shadowmap;
void main() {
const vec3 vue = vec3(0, 0, -1);
const vec4 soleil_color = vec4(0.81f, 0.78f, 0.66f, 1.0f);
for(int i = 0; i < max; i++) {
vec3 torche = normalize(pos_model.xyz - lumPos[i].xyz);
float intensite_lumineuse = clamp(dot(vec_normal, -torche), 0., 1.);
vec3 shadowMapPcoord = shadowMapCoord.xyz / shadowMapCoord.w;
if(texture(shadowmap, shadowMapPcoord.xy).r < shadowMapPcoord.z) {
intensite_lumineuse = 0;
}
vec3 reflet = (transpose(inverse(view)) * vec4(reflect(torche, vec_normal), 0)).xyz;
float intensite_specularite = pow(clamp(dot(reflet, -vue), 0., 1.), 10);
vec4 color = intensite_specularite * lumColor[i] + 0.1 * soleil_color + 0.9 * intensite_lumineuse * couleur;
if(i == 0) {
fragColor = color;
} else {
fragColor = mix(fragColor, color, 1. * (i / 1));
}
}
}