#version 330
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D gPosition;
uniform sampler2D gNormal;
uniform sampler2D gAlbedoSpec;
struct Light {
vec3 Position;
vec3 Color;
};
const int NR_LIGHTS = 32;
uniform Light lights[NR_LIGHTS];
uniform vec3 viewPos;
void main()
{
// retrieve data from G-buffer
vec3 FragPos = texture(gPosition, TexCoords).rgb;
vec3 Normal = texture(gNormal, TexCoords).rgb;
vec3 Albedo = texture(gAlbedoSpec, TexCoords).rgb;
float Specular = texture(gAlbedoSpec, TexCoords).a;
// then calculate lighting as usual
vec3 lighting = Albedo * 0.1; // hard-coded ambient component
vec3 viewDir = normalize(viewPos - FragPos);
for(int i = 0; i < NR_LIGHTS; ++i)
{
// diffuse
vec3 lightDir = normalize(lights[i].Position - FragPos);
vec3 diffuse = max(dot(Normal, lightDir), 0.0) * Albedo * lights[i].Color;
lighting += diffuse;
}
FragColor = vec4(lighting, 1.0);
}