42 lines
1.2 KiB
GLSL
42 lines
1.2 KiB
GLSL
#version 330 core
|
|
|
|
struct Material {
|
|
sampler2D diffuse;
|
|
sampler2D specular;
|
|
float shininess;
|
|
};
|
|
|
|
struct Light {
|
|
vec3 position;
|
|
vec3 ambient;
|
|
vec3 diffuse;
|
|
vec3 specular;
|
|
};
|
|
|
|
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);
|
|
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);
|
|
vec3 specular = light.specular * (spec * vec3(texture(material.specular, uv_coords)));
|
|
|
|
color = vec4(ambient + diffuse + specular, 1.0);
|
|
};
|