learnopengl/shaders/frag.glsl

28 lines
947 B
GLSL

#version 330 core
in vec3 vert_normal;
in vec3 frag_position;
out vec4 color;
uniform vec3 camera_position;
uniform vec3 object_color;
uniform vec3 light_color;
uniform vec3 light_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), 32);
vec3 ambient = light_color * ambient_strength;
vec3 diffuse = diff * light_color;
vec3 specular = specular_strength * spec * light_color;
color = vec4(object_color * (ambient + diffuse + specular), 1.0);
};