#version 120 // Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; varying vec4 fragColor; // Input uniform values uniform sampler2D gPosition; uniform sampler2D gNormal; uniform sampler2D gAlbedoSpec; struct Light { int enabled; int type; // Unused in this demo vec3 position; vec3 target; // Unused in this demo vec4 color; }; const int NR_LIGHTS = 4; uniform Light lights[NR_LIGHTS]; uniform vec3 viewPosition; const float QUADRATIC = 0.032; const float LINEAR = 0.09; void main() { vec3 fragPosition = texture2D(gPosition, fragTexCoord).rgb; vec3 normal = texture2D(gNormal, fragTexCoord).rgb; vec3 albedo = texture2D(gAlbedoSpec, fragTexCoord).rgb; float specular = texture2D(gAlbedoSpec, fragTexCoord).a; vec3 ambient = albedo*vec3(0.1); vec3 viewDirection = normalize(viewPosition - fragPosition); for (int i = 0; i < NR_LIGHTS; i++) { if (lights[i].enabled == 0) continue; vec3 lightDirection = lights[i].position - fragPosition; vec3 diffuse = max(dot(normal, lightDirection), 0.0)*albedo*lights[i].color.xyz; vec3 halfwayDirection = normalize(lightDirection + viewDirection); float spec = pow(max(dot(normal, halfwayDirection), 0.0), 32.0); vec3 specular = specular*spec*lights[i].color.xyz; // Attenuation float distance = length(lights[i].position - fragPosition); float attenuation = 1.0/(1.0 + LINEAR*distance + QUADRATIC*distance*distance); diffuse *= attenuation; specular *= attenuation; ambient += diffuse + specular; } gl_FragColor = vec4(ambient, 1.0); }