#version 100 precision mediump float; // Input vertex attributes (from vertex shader) varying vec3 fragPosition; varying vec2 fragTexCoord; varying vec4 fragColor; varying vec3 fragNormal; // Input uniform values uniform sampler2D texture0; uniform vec4 colDiffuse; // NOTE: Add here your custom variables #define MAX_LIGHTS 4 #define LIGHT_DIRECTIONAL 0 #define LIGHT_POINT 1 struct MaterialProperty { vec3 color; int useSampler; sampler2D sampler; }; struct Light { int enabled; int type; vec3 position; vec3 target; vec4 color; }; // Input lighting values uniform Light lights[MAX_LIGHTS]; uniform vec4 ambient; uniform vec3 viewPos; void main() { // Texel color fetching from texture sampler vec4 texelColor = texture2D(texture0, fragTexCoord); vec3 lightDot = vec3(0.0); vec3 normal = normalize(fragNormal); vec3 viewD = normalize(viewPos - fragPosition); vec3 specular = vec3(0.0); // NOTE: Implement here your fragment shader code for (int i = 0; i < MAX_LIGHTS; i++) { if (lights[i].enabled == 1) { vec3 light = vec3(0.0); if (lights[i].type == LIGHT_DIRECTIONAL) { light = -normalize(lights[i].target - lights[i].position); } if (lights[i].type == LIGHT_POINT) { light = normalize(lights[i].position - fragPosition); } float NdotL = max(dot(normal, light), 0.0); lightDot += lights[i].color.rgb*NdotL; float specCo = 0.0; if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // 16 refers to shine specular += specCo; } } vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0))); finalColor += texelColor*(ambient/10.0); // Gamma correction gl_FragColor = pow(finalColor, vec4(1.0/2.2)); } #version 100 // Input vertex attributes attribute vec3 vertexPosition; attribute vec2 vertexTexCoord; attribute vec3 vertexNormal; attribute vec4 vertexColor; attribute mat4 instance; // Input uniform values uniform mat4 mvp; // Output vertex attributes (to fragment shader) varying vec3 fragPosition; varying vec2 fragTexCoord; varying vec4 fragColor; varying vec3 fragNormal; // NOTE: Add here your custom variables // https://github.com/glslify/glsl-inverse mat3 inverse(mat3 m) { float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2]; float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2]; float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2]; float b01 = a22*a11 - a12*a21; float b11 = -a22*a10 + a12*a20; float b21 = a21*a10 - a11*a20; float det = a00*b01 + a01*b11 + a02*b21; return mat3(b01, (-a22*a01 + a02*a21), (a12*a01 - a02*a11), b11, (a22*a00 - a02*a20), (-a12*a00 + a02*a10), b21, (-a21*a00 + a01*a20), (a11*a00 - a01*a10))/det; } // https://github.com/glslify/glsl-transpose mat3 transpose(mat3 m) { return mat3(m[0][0], m[1][0], m[2][0], m[0][1], m[1][1], m[2][1], m[0][2], m[1][2], m[2][2]); } void main() { // Send vertex attributes to fragment shader fragPosition = vec3(instance*vec4(vertexPosition, 1.0)); fragTexCoord = vertexTexCoord; fragColor = vertexColor; mat3 normalMatrix = transpose(inverse(mat3(instance))); fragNormal = normalize(normalMatrix*vertexNormal); mat4 mvpi = mvp*instance; // Calculate final vertex position gl_Position = mvpi*vec4(vertexPosition, 1.0); }