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

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#version 330 core
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struct Material
{
sampler2D tex_diffuse1;
sampler2D tex_specular1;
};
struct SpotLight
{
vec3 position, direction;
float angle, outerAngle;
float constant, linear, quadratic;
};
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in vec3 oNormal;
in vec2 oUV;
in vec3 oFragPos;
out vec4 FragColor;
uniform Material material;
uniform SpotLight flashlight;
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void main()
{
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vec3 lightDir = normalize(flashlight.position - oFragPos);
float theta = dot(lightDir, normalize(-flashlight.direction));
float epsilon = flashlight.angle - flashlight.outerAngle;
float intensity = clamp((theta - flashlight.outerAngle) / epsilon, 0.0, 1.0);
float diff = max(dot(oNormal, lightDir), 0.0);
vec3 reflectDir = reflect(-lightDir, oNormal);
float spec = pow(max(dot(lightDir, reflectDir), 0.0), 32.0);
float dist = length(flashlight.position - oFragPos);
float attenuation = 1.0 / (flashlight.constant + flashlight.linear * dist + flashlight.quadratic * dist * dist);
vec3 diffuse = vec3(1.0) * diff * vec3(texture(material.tex_diffuse1, oUV));
vec3 specular = vec3(1.0) * spec * vec3(texture(material.tex_specular1, oUV));
vec3 ambient = vec3(0.1) * vec3(texture(material.tex_diffuse1, oUV));
FragColor = vec4(ambient + (diffuse + specular) * intensity * attenuation, 1.0);
// FragColor = vec4(vec3(texture(material.tex_diffuse1, oUV)), 1.0);
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}