54 lines
1.1 KiB
GLSL
54 lines
1.1 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 ambient;
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vec3 diffuse;
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vec3 specular;
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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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// Calculate the result;
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vec3 result = ambient + diffuse + specular ;
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FragColor = vec4(result, 1.0);
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} |