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