OpenGL-utility/examples/movement/shaders/fragmentShader.frag

51 lines
1.1 KiB
GLSL
Raw Normal View History

2021-01-24 02:31:28 +00:00
#version 330 core
2021-01-27 21:42:47 +00:00
struct Material
{
vec3 ambient, diffuse, specular;
float shininess;
};
2021-01-28 00:07:19 +00:00
struct Light
{
vec3 position;
vec3 ambient, diffuse, specular;
float ambientStrength;
};
2021-01-24 02:31:28 +00:00
in vec2 oUV;
2021-01-26 14:34:35 +00:00
in vec3 oNormal;
in vec3 oFragPos;
2021-01-24 02:31:28 +00:00
out vec4 FragColor;
uniform sampler2D texture1;
uniform sampler2D texture2;
2021-01-27 21:42:47 +00:00
uniform vec3 viewPos;
uniform Material material;
2021-01-28 00:07:19 +00:00
uniform Light light;
2021-01-27 21:42:47 +00:00
2021-01-24 02:31:28 +00:00
void main()
{
2021-01-27 21:42:47 +00:00
// Ambient light
2021-01-28 00:07:19 +00:00
vec3 ambient = light.ambient * light.ambientStrength * material.ambient;
2021-01-27 21:42:47 +00:00
2021-01-26 14:34:35 +00:00
vec3 norm = normalize(oNormal);
2021-01-27 21:42:47 +00:00
// Diffuse light
2021-01-28 00:07:19 +00:00
vec3 lightDir = normalize(light.position - oFragPos);
2021-01-26 14:34:35 +00:00
2021-01-27 21:42:47 +00:00
float diff = max(dot(norm, lightDir), 0.0);
2021-01-28 00:07:19 +00:00
vec3 diffuse = (diff * material.diffuse) * light.diffuse;
2021-01-27 21:42:47 +00:00
// Specular light
vec3 viewDir = normalize(viewPos - oFragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
2021-01-28 00:07:19 +00:00
vec3 specular = (material.specular * spec) * light.specular;
2021-01-26 14:34:35 +00:00
vec4 objColor = mix(texture(texture1, oUV), texture(texture2, oUV), 0.2);
2021-01-25 19:53:28 +00:00
2021-01-27 21:42:47 +00:00
FragColor = vec4(ambient + diffuse + specular, 1.0) * objColor;
2021-01-24 02:31:28 +00:00
}