LearnOpenGL/shader.fs

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#version 460 core
out vec4 FragColor;
in vec3 Normal;
in vec3 FragPos;
uniform vec3 objectColor;
uniform vec3 lightColor;
uniform vec3 lightPos;
uniform vec3 viewPos;
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void main()
{
// ambient lighting calculation
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * lightColor;
// diffuse lighting calculation
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
// specular lighting
float specularStrength = 0.5;
float shininess = 32;
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), shininess);
vec3 specular = specularStrength * spec * lightColor;
// Calculate the result;
vec3 result = (ambient + diffuse + specular) * objectColor;
FragColor = vec4(result, 1.0);
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}