Implemented basic materials in to the fragment shader..

This commit is contained in:
Nigel Barink 2022-02-15 16:15:37 +01:00
parent fc3806e73d
commit 59bd1ece6b
2 changed files with 51 additions and 16 deletions

View File

@ -4,9 +4,25 @@ out vec4 FragColor;
in vec3 Normal; in vec3 Normal;
in vec3 FragPos; in vec3 FragPos;
uniform vec3 objectColor; struct Material {
uniform vec3 lightColor; vec3 ambient;
uniform vec3 lightPos; vec3 diffuse;
vec3 specular;
float shininess;
};
struct Light{
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform Light light;
uniform Material material;
uniform vec3 viewPos; uniform vec3 viewPos;
@ -14,28 +30,25 @@ uniform vec3 viewPos;
void main() void main()
{ {
// ambient lighting calculation // ambient lighting calculation
float ambientStrength = 0.1; vec3 ambient = light.ambient * material.ambient;
vec3 ambient = ambientStrength * lightColor;
// diffuse lighting calculation // diffuse lighting calculation
vec3 norm = normalize(Normal); vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos); vec3 lightDir = normalize(light.position - FragPos);
float diff = max(dot(norm, lightDir), 0.0); float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor; vec3 diffuse = light.diffuse * ( diff * material.diffuse);
// specular lighting // specular lighting
float specularStrength = 0.5;
float shininess = 32;
vec3 viewDir = normalize(viewPos - FragPos); vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm); vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), shininess); float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
vec3 specular = specularStrength * spec * lightColor; vec3 specular = light.specular * ( spec * material.specular);
// Calculate the result; // Calculate the result;
vec3 result = (ambient + diffuse + specular) * objectColor; vec3 result = ambient + diffuse + specular ;
FragColor = vec4(result, 1.0); FragColor = vec4(result, 1.0);
} }

View File

@ -196,9 +196,31 @@ while(!glfwWindowShouldClose(window))
// draw cubes // draw cubes
shader.use(); shader.use();
shader.setVec3("objectColor", glm::vec3( 1.0f, 0.5, 0.31f));
shader.setVec3("lightColor",glm::vec3( 1.0f, 1.0f, 1.0f)); shader.setVec3("material.ambient", glm::vec3(1.0f, 0.5f, 0.31f));
shader.setVec3("lightPos", lightpos); shader.setVec3("material.diffuse", glm::vec3(1.0f, 0.5f, 0.31f));
shader.setVec3("material.specular", glm::vec3(0.5, 0.5f, 0.5f));
shader.setFloat("material.shininess", 32.0f);
glm::vec3 lightColor;
lightColor.x = sin(glfwGetTime() * 2.0f);
lightColor.y = sin(glfwGetTime() * 0.7f);
lightColor.z = sin(glfwGetTime() * 1.3f);
glm::vec3 diffuseColor = lightColor * glm::vec3(0.5f);
glm::vec3 ambientColor = diffuseColor * glm::vec3(0.2f);
shader.setVec3("light.position", lightpos);
shader.setVec3("light.ambient", ambientColor);
shader.setVec3("light.diffuse", diffuseColor);
shader.setVec3("light.specular", glm::vec3(1.0f, 1.0f, 1.0f));
shader.setVec3("viewPos", camera.Position); shader.setVec3("viewPos", camera.Position);
shader.setMat4("view", view); shader.setMat4("view", view);