#version 330 core uniform sampler2D u_texture; uniform sampler2D u_normal_texture; uniform vec3 u_campos; uniform vec3 u_highlight; uniform float u_time; in vec3 v_position; in vec3 v_normal; in vec3 v_proj_normal; in vec2 v_texcoord; in vec3 v_tangent; in vec3 v_bitangent; layout (location=0) out vec4 v_output; float kpc(float d, float min, float max) { if (d >= max) return 1.0; if (d <= min) return 0.0; return 1.0 - (max - d) / (max - min); } struct Light { vec3 position; vec3 diffuse; float radius; }; float Lambert(vec3 n, vec3 l) { vec3 nrmn = normalize(n); vec3 nrml = normalize(l); float res = dot(nrmn, nrml); return max(res, 0.0); } vec4 MakeLight(vec3 norm, vec3 position, vec3 diffuse, float radius, float sharpness, float power) { Light light; light.position = position; light.diffuse = diffuse; light.radius = radius; vec4 res = vec4(light.diffuse * Lambert(norm, normalize(light.position)), 1.0); float alpha = kpc(distance(light.position, v_position), light.radius * sharpness, light.radius); res *= mix(vec4(light.diffuse, 1), vec4(0,0,0,1.0), alpha); return res; } void main() { vec3 tangentNormal = texture(u_normal_texture, v_texcoord).xyz * 2.0 - 1.0; vec3 T = normalize(v_tangent); vec3 B = normalize(v_bitangent); vec3 N = normalize(v_normal); mat3 TBN = mat3(T, B, N); vec3 norm = normalize(TBN * tangentNormal) * 2.0; vec4 texv = texture(u_texture, v_texcoord); vec4 ambient = vec4(0.1, 0.1, 0.1, 1.0) * 1.5, light = ambient; light += MakeLight(norm, u_campos, vec3(1.0, 1.0, 1.0), 5.0, 0.0, 1.0); light += MakeLight(norm, vec3(5.0, 2.0, -7.0 + cos(u_time/35.0) * 2.0), vec3(1.0, 0.6, 0.0), 5.0, 0.6, 1.0); light += MakeLight(norm, vec3(7, 2.0, -7.0 + -cos(u_time / 30.0) * 1.0), vec3(0.6, 0.9, 1.0), 5.0, 0.6, 1.0); v_output = texv * light; // + editor highlighting v_output.rgb *= u_highlight; }