63 lines
1.5 KiB
GLSL
63 lines
1.5 KiB
GLSL
#version 330 core
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layout(location = 0) out vec4 f_color;
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struct Material {
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sampler2D u_texture_diffuse0;
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sampler2D u_texture_diffuse1;
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sampler2D u_texture_specular0;
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sampler2D u_texture_specular1;
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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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uniform Material material;
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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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uniform Light light;
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in vec3 v_normal;
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in vec4 v_color;
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in vec2 v_texCoord;
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in vec3 v_fragmentPosition;
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uniform mat3 u_normalMatrix;
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uniform vec3 u_viewPosition;
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void main() {
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float specularStrength = 0.5;
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vec3 ambient = light.ambient * material.ambient;
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// Diffuse lighting
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vec3 normal = normalize(u_normalMatrix * v_normal);
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vec3 lightDir = normalize(light.position - v_fragmentPosition);
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float diff = max(dot(normal, lightDir), 0.0f);
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vec3 diffuse = light.diffuse * (diff * material.diffuse);
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// Specular lighting
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vec3 viewDir = normalize(u_viewPosition - v_fragmentPosition);
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vec3 reflectDir = reflect(-lightDir, normal);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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vec3 specular = light.specular * (spec * material.specular);
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//f_color = v_color;
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//vec4 texColor1 = texture(material.u_texture_diffuse0, v_texCoord);
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//vec4 texColor2 = texture(material.u_texture_diffuse1, v_texCoord);
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//f_color = texColor1;
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f_color = vec4((ambient + diffuse + specular), 1.0f);
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}
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