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lace/3-mid/opengl/assets/shader/lit_textured.frag

49 lines
1.5 KiB
GLSL

// Include 'version.header'.
// Include 'texturing-frag.snippet'.
// Include 'lighting-frag.snippet'
in vec3 frag_Site;
in vec3 frag_Normal;
in vec2 frag_Coords;
uniform mat4 model_Transform;
uniform mat3 inverse_model_Rotation;
uniform vec3 camera_Site;
out vec4 final_Color;
void
main()
{
vec3 surface_Site = vec3 ( model_Transform
* vec4 (frag_Site, 1));
vec4 surface_Color = apply_Texturing (frag_Coords);
vec3 Surface_to_Camera = normalize (camera_Site - surface_Site);
vec3 Normal = normalize ( frag_Normal
* inverse_model_Rotation);
// Combine color from all the lights.
//
vec3 linear_Color = vec3 (0);
for (int i = 0; i < light_Count; ++i)
{
linear_Color += apply_Light (Lights [i],
surface_Color.rgb,
Normal,
surface_Site,
Surface_to_Camera);
}
vec3 Gamma = vec3 (1.0 / 2.2);
final_Color = vec4 (pow (linear_Color, // Final color (after gamma correction).
Gamma),
surface_Color.a);
final_Color = min (final_Color, // Prevent light saturation.
surface_Color);
}