mirror of
https://github.com/johndoe6345789/SDL3CPlusPlus.git
synced 2026-04-29 08:05:05 +00:00
56 lines
1.8 KiB
GLSL
56 lines
1.8 KiB
GLSL
#version 450
|
|
|
|
layout(location = 0) in vec3 fragColor;
|
|
layout(location = 1) in vec3 fragWorldPos;
|
|
layout(location = 0) out vec4 outColor;
|
|
|
|
// Lantern positions (8 lights)
|
|
const vec3 LIGHT_POSITIONS[8] = vec3[8](
|
|
vec3(13.0, 4.5, 13.0), // Corner
|
|
vec3(-13.0, 4.5, 13.0), // Corner
|
|
vec3(13.0, 4.5, -13.0), // Corner
|
|
vec3(-13.0, 4.5, -13.0), // Corner
|
|
vec3(0.0, 4.5, 13.0), // Wall midpoint
|
|
vec3(0.0, 4.5, -13.0), // Wall midpoint
|
|
vec3(13.0, 4.5, 0.0), // Wall midpoint
|
|
vec3(-13.0, 4.5, 0.0) // Wall midpoint
|
|
);
|
|
|
|
const vec3 LIGHT_COLOR = vec3(1.0, 0.9, 0.6); // Warm lantern color
|
|
const float LIGHT_INTENSITY = 0.9;
|
|
const float AMBIENT_STRENGTH = 0.22; // Boost ambient to preserve surface color
|
|
|
|
float calculateAttenuation(float distance) {
|
|
// Quadratic attenuation: 1 / (constant + linear*d + quadratic*d^2)
|
|
const float kConstant = 1.0;
|
|
const float kLinear = 0.09;
|
|
const float kQuadratic = 0.032;
|
|
return 1.0 / (kConstant + kLinear * distance + kQuadratic * distance * distance);
|
|
}
|
|
|
|
void main() {
|
|
vec3 ambient = AMBIENT_STRENGTH * fragColor;
|
|
vec3 lighting = vec3(0.0);
|
|
|
|
// Calculate contribution from each lantern
|
|
for (int i = 0; i < 8; i++) {
|
|
vec3 lightDir = LIGHT_POSITIONS[i] - fragWorldPos;
|
|
float distance = length(lightDir);
|
|
lightDir = normalize(lightDir);
|
|
|
|
// Distance attenuation
|
|
float attenuation = calculateAttenuation(distance);
|
|
|
|
// Add light contribution
|
|
lighting += LIGHT_COLOR * LIGHT_INTENSITY * attenuation;
|
|
}
|
|
|
|
// Combine ambient and dynamic lighting with surface color
|
|
vec3 finalColor = ambient + fragColor * lighting;
|
|
|
|
// Clamp to prevent over-bright areas
|
|
finalColor = clamp(finalColor, 0.0, 1.0);
|
|
|
|
outColor = vec4(finalColor, 1.0);
|
|
}
|