Files
fall-fever/res/shaders/basic.fs
4VRDriver 8b1fe545c1 Specularmap support,
(fix bug in texture binding!)
2020-09-06 20:37:59 +02:00

55 lines
1.5 KiB
GLSL

#version 330 core
layout(location = 0) out vec4 f_color;
struct Material {
sampler2D texture_diffuse0;
sampler2D texture_diffuse1;
sampler2D texture_specular0;
sampler2D texture_specular1;
float shininess;
};
uniform Material u_material;
struct Light {
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform Light u_light;
in vec3 v_normal;
in vec2 v_texCoord;
in vec3 v_fragmentPosition;
uniform mat3 u_normalMatrix;
uniform vec3 u_viewPosition;
void main() {
// Diffuse lighting
vec3 diffuseColor0 = vec3(texture(u_material.texture_diffuse0, v_texCoord));
vec3 normal = normalize(u_normalMatrix * v_normal);
vec3 lightDir = normalize(u_light.position - v_fragmentPosition);
float diff = max(dot(normal, lightDir), 0.0f);
vec3 diffuse = u_light.diffuse * diff * diffuseColor0;
// Ambient lighting
vec3 ambient = u_light.ambient * diffuseColor0;
// Specular lighting
vec3 viewDir = normalize(u_viewPosition - v_fragmentPosition);
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), u_material.shininess);
vec3 specular = u_light.specular * spec * vec3(texture(u_material.texture_specular0, v_texCoord));
//f_color = v_color;
//vec4 texColor1 = texture(u_material.u_texture_diffuse0, v_texCoord);
//vec4 texColor2 = texture(u_material.u_texture_diffuse1, v_texCoord);
//f_color = texColor1;
f_color = vec4((ambient + diffuse + specular), 1.0f);
}