layout (location = 0) uniform mat4 mvp_matrix; layout (location = 2) uniform float point_size; layout (location = 0) in vec3 vertex_position; layout (location = 0) out vec4 frag_color; #ifdef TEXTURE layout (location = 3) uniform sampler2D tex; layout (location = 2) in vec2 vertex_tex_coord; #endif #ifdef LIGHTING layout (location = 1) uniform mat4 model_matrix; layout (location = 4) uniform vec3 view_pos; layout (location = 5) uniform vec3 point_light_direction; layout (location = 6) uniform vec3 point_light_color; layout (location = 7) uniform vec3 ambient_light_color; layout (location = 8) uniform vec3 ambient_filter; layout (location = 9) uniform vec3 diffuse_filter; layout (location = 10) uniform vec3 specular_filter; layout (location = 11) uniform float shininess; layout (location = 1) in vec3 vertex_normal; #endif #ifdef U_ALPHA layout (location = 12) uniform float alpha; #endif void main() { gl_Position = mvp_matrix * vec4(vertex_position, 1.0); gl_PointSize = point_size / gl_Position.w; frag_color = vec4(1); #ifdef TEXTURE frag_color *= texture(tex, vertex_tex_coord); #endif #ifdef U_ALPHA frag_color.w *= alpha; #endif #ifdef LIGHTING vec3 position = (model_matrix * vec4(vertex_position, 1.0)).xyz; vec3 normal = normalize(mat3(model_matrix) * vertex_normal); vec3 ambient = frag_color.rgb * ambient_filter * ambient_light_color; float point_light_alignment = max(dot(normal, point_light_direction), 0.0); vec3 diffuse = frag_color.rgb * diffuse_filter * point_light_color * point_light_alignment; vec3 reflection_dir = reflect(-point_light_direction, normal); vec3 view_dir = normalize(position - view_pos); float specular_strength = pow(max(dot(view_dir, reflection_dir), 0.0), shininess); vec3 specular = specular_filter * point_light_color * specular_strength; frag_color.rgb *= ambient + diffuse + specular; #endif }