Created
December 17, 2016 03:39
-
-
Save zacharycarter/951be6b500081a15fd66f8ddac82f8e7 to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
precision mediump float; | |
//attributes from vertex shader | |
varying vec4 vColor; | |
varying vec2 vTexCoord; | |
//our texture samplers | |
uniform sampler2D u_texture; //diffuse map | |
uniform sampler2D u_normals; //normal map | |
//values used for shading algorithm... | |
uniform vec2 Resolution; //resolution of screen | |
uniform vec4 LightColor; //light RGBA -- alpha is intensity | |
uniform vec4 AmbientColor; //ambient RGBA -- alpha is intensity | |
uniform vec3 Falloff; //attenuation coefficients | |
void main() { | |
//RGBA of our diffuse color | |
vec4 DiffuseColor = texture2D(u_texture, vTexCoord); | |
//RGB of our normal map | |
vec3 NormalMap = texture2D(u_normals, vTexCoord).rgb; | |
//The delta position of light | |
// vec3 LightDir = vec3(vec2(.25,.25) - (gl_FragCoord.xy / Resolution.xy), .5); | |
vec3 LightDir = vec3(1,1,0); | |
//Correct for aspect ratio | |
LightDir.x *= Resolution.x / Resolution.y; | |
//Determine distance (used for attenuation) BEFORE we normalize our LightDir | |
float D = length(LightDir); | |
//normalize our vectors | |
vec3 N = normalize(NormalMap * 2.0 - 1.0); | |
vec3 L = normalize(LightDir); | |
//Pre-multiply light color with intensity | |
//Then perform "N dot L" to determine our diffuse term | |
vec3 Diffuse = (LightColor.rgb * LightColor.a) * max(dot(N, L), 0.0); | |
//pre-multiply ambient color with intensity | |
vec3 Ambient = AmbientColor.rgb * AmbientColor.a; | |
//calculate attenuation | |
float Attenuation = 1.0 / ( Falloff.x + (Falloff.y*D) + (Falloff.z*D*D) ); | |
//the calculation which brings it all together | |
vec3 Intensity = Ambient + Diffuse * Attenuation; | |
// vec3 FinalColor = DiffuseColor.rgb * Intensity; | |
vec3 FinalColor = Ambient + Diffuse; | |
gl_FragColor = vColor * vec4(FinalColor, DiffuseColor.a); | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment