#version 460 core out vec4 FragColor; in vec3 Normal; in vec3 FragPos; in vec2 TexCoords; struct Material { sampler2D diffuse; sampler2D specular; float shininess; }; struct Light{ vec3 position; vec3 direction; // neccessary when using directional lights or spotlights. float cutoff; float outerCutOff; vec3 ambient; vec3 diffuse; vec3 specular; // lets create point lights float constant; float linear; float quadratic; }; uniform Light light; uniform Material material; uniform vec3 viewPos; void main() { // ambient lighting calculation vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords)); // diffuse lighting calculation vec3 norm = normalize(Normal); vec3 lightDir = normalize(light.position - FragPos); float diff = max(dot(norm, lightDir), 0.0); vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords)); // specular lighting vec3 viewDir = normalize(viewPos - FragPos); vec3 reflectDir = reflect(-lightDir, norm); float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess); vec3 specular = light.specular * spec * vec3( texture(material.specular, TexCoords)); float theta = dot(lightDir, normalize(-light.direction)); float epsilon = light.cutoff - light.outerCutOff; float intensity = clamp((theta - light.outerCutOff)/ epsilon, 0.0, 1.0); diffuse *= intensity; specular *= intensity; // calculate the attenuation float distance = length(light.position - FragPos); float attenuation = 1.0/ (light.constant + light.linear * distance + light.quadratic * (distance*distance)); ambient *= attenuation; diffuse *= attenuation; specular *= attenuation; vec3 result = ambient + diffuse + specular ; FragColor = vec4(result, 1.0); }