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