improved phong lighting

This commit is contained in:
Robert 2021-01-28 01:07:19 +01:00
parent 6f46112f14
commit 5c51de37a6
4 changed files with 39 additions and 37 deletions

View file

@ -5,6 +5,13 @@ struct Material
float shininess;
};
struct Light
{
vec3 position;
vec3 ambient, diffuse, specular;
float ambientStrength;
};
in vec2 oUV;
in vec3 oNormal;
in vec3 oFragPos;
@ -14,34 +21,29 @@ out vec4 FragColor;
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform float ambientStrength;
uniform vec3 ambientColor;
uniform vec3 lightPos;
uniform vec3 lightColor;
uniform vec3 viewPos;
uniform Material material;
uniform Light light;
void main()
{
// Ambient light
vec3 ambient = ambientColor * ambientStrength * material.ambient;
vec3 ambient = light.ambient * light.ambientStrength * material.ambient;
vec3 norm = normalize(oNormal);
// Diffuse light
vec3 lightDir = normalize(lightPos - oFragPos);
vec3 lightDir = normalize(light.position - oFragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = (diff * material.diffuse) * lightColor;
vec3 diffuse = (diff * material.diffuse) * light.diffuse;
// Specular light
vec3 viewDir = normalize(viewPos - oFragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
vec3 specular = (material.specular * spec) * lightColor;
vec3 specular = (material.specular * spec) * light.specular;
vec4 objColor = mix(texture(texture1, oUV), texture(texture2, oUV), 0.2);