learnopengl/shaders/frag.glsl

41 lines
1.1 KiB
GLSL

#version 330 core
struct Material {
vec3 ambient;
vec3 diffuse;
vec3 specular;
float shininess;
};
struct Light {
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
in vec3 vert_normal;
in vec3 frag_position;
out vec4 color;
uniform Material material;
uniform Light light;
uniform vec3 camera_position;
void main() {
float ambient_strength = 0.15;
float specular_strength = 0.5;
vec3 normal = normalize(vert_normal);
vec3 light_direction = normalize(light.position - frag_position);
vec3 view_direction = normalize(camera_position - frag_position);
vec3 reflect_direction = reflect(-light_direction, normal);
float diff = max(dot(normal, light_direction), 0.0);
float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess);
vec3 ambient = light.ambient * material.ambient;
vec3 diffuse = light.diffuse * (diff * material.diffuse);
vec3 specular = light.specular * (spec * material.specular);
color = vec4(ambient + diffuse + specular, 1.0);
};