learnopengl/shaders/frag.glsl
2024-12-22 01:36:08 +00:00

48 lines
1.5 KiB
GLSL

#version 330 core
struct Material {
sampler2D diffuse;
sampler2D specular;
float shininess;
};
struct Light {
vec3 position;
vec3 direction;
vec3 ambient;
vec3 diffuse;
vec3 specular;
float cutoff;
float outer_cutoff;
};
in vec3 vert_normal;
in vec3 frag_position;
in vec2 uv_coords;
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);
float theta = dot(light_direction, normalize(-light.direction));
float epsilon = light.cutoff - light.outer_cutoff;
float intensity = clamp((theta - light.outer_cutoff) / epsilon, 0.0, 1.0);
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 diff_tex = vec3(texture(material.diffuse, uv_coords));
vec3 ambient = light.ambient * diff_tex;
vec3 diffuse = light.diffuse * (diff * diff_tex) * intensity;
vec3 specular = light.specular * (spec * vec3(texture(material.specular, uv_coords))) * intensity;
color = vec4(ambient + diffuse + specular, 1.0);
};