#version 460 core out vec4 FragColor; in vec3 Normal; in vec3 FragPos; in vec2 TexCoords; struct Material { sampler2D diffuse; sampler2D specular; float shininess; }; struct DirLight { vec3 direction; vec3 ambient; vec3 diffuse; vec3 specular; }; struct PointLight{ vec3 position; float constant; float linear; float quadratic; vec3 ambient; vec3 diffuse; vec3 specular; }; #define NR_POINT_LIGHTS 4 uniform PointLight PointLights[NR_POINT_LIGHTS]; uniform DirLight dirlight; uniform Material material; uniform vec3 viewPos; vec3 CalcDirLight(DirLight light , vec3 normal , vec3 viewDir) { vec3 lightDir = normalize(-light.direction); float diff = max(dot(normal,lightDir), 0.0); vec3 reflectDir = reflect(-lightDir, normal); float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess); vec3 ambient = light.ambient * vec3 (texture(material.diffuse, TexCoords)); vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords)); vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords)); return (ambient + diffuse + specular); } vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir) { vec3 lightDir = normalize(light.position - fragPos ); float diff = max(dot(normal, lightDir), 0.0); vec3 reflectDir = reflect(-lightDir, normal); float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess); float distance = length(light.position - fragPos); float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance *distance)); vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords)); vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords)); vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords)); ambient *= attenuation; diffuse *= attenuation; specular *= attenuation; return (ambient + diffuse + specular); } void main() { vec3 norm = normalize(Normal); vec3 viewDir = normalize(viewPos - FragPos); // Fase 1 : Directional lighting vec3 result = CalcDirLight(dirlight, norm, viewDir); // Fase 2 : Point lights for( int i = 0; i < NR_POINT_LIGHTS; i++){ result += CalcPointLight(PointLights[i], norm, FragPos, viewDir); } FragColor = vec4(result, 1.0); }