aboutsummaryrefslogtreecommitdiff
path: root/raylib/examples/shaders/resources/shaders/glsl330/fog.fs
blob: 445cca317fdf5678eb5b82c4e72845f1e7c67539 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
#version 330

// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
in vec3 fragPosition;
in vec3 fragNormal;

// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;

// Output fragment color
out vec4 finalColor;

// 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;
uniform float fogDensity;

void main()
{
    // Texel color fetching from texture sampler
    vec4 texelColor = texture(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); // Shine: 16.0
            specular += specCo;
        }
    }

    finalColor = (texelColor*((colDiffuse + vec4(specular,1))*vec4(lightDot, 1.0)));
    finalColor += texelColor*(ambient/10.0);

    // Gamma correction
    finalColor = pow(finalColor, vec4(1.0/2.2));

    // Fog calculation
    float dist = length(viewPos - fragPosition);

    // these could be parameters...
    const vec4 fogColor = vec4(0.5, 0.5, 0.5, 1.0);
    //const float fogDensity = 0.16;

    // Exponential fog
    float fogFactor = 1.0/exp((dist*fogDensity)*(dist*fogDensity));

    // Linear fog (less nice)
    //const float fogStart = 2.0;
    //const float fogEnd = 10.0;
    //float fogFactor = (fogEnd - dist)/(fogEnd - fogStart);

    fogFactor = clamp(fogFactor, 0.0, 1.0);

    finalColor = mix(fogColor, finalColor, fogFactor);
}