Added phong lighting

This commit is contained in:
Robert 2021-01-27 22:42:47 +01:00
parent 839df891ab
commit 6f46112f14
7 changed files with 90 additions and 11 deletions

View file

@ -1,4 +1,10 @@
#version 330 core
struct Material
{
vec3 ambient, diffuse, specular;
float shininess;
};
in vec2 oUV;
in vec3 oNormal;
in vec3 oFragPos;
@ -14,18 +20,30 @@ uniform vec3 ambientColor;
uniform vec3 lightPos;
uniform vec3 lightColor;
uniform vec3 viewPos;
uniform Material material;
void main()
{
vec3 ambient = ambientColor * ambientStrength;
// Ambient light
vec3 ambient = ambientColor * ambientStrength * material.ambient;
vec3 norm = normalize(oNormal);
// Diffuse light
vec3 lightDir = normalize(lightPos - oFragPos);
float diff = max(dot(norm, lightDir), 0.0) * 2.0;
diff *= min(1.0 / pow(length(lightPos - oFragPos), 2), 2.0);
vec3 diffuse = diff * lightColor;
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = (diff * material.diffuse) * lightColor;
// 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;
vec4 objColor = mix(texture(texture1, oUV), texture(texture2, oUV), 0.2);
FragColor = vec4(ambient + diffuse, 1.0) * objColor;
FragColor = vec4(ambient + diffuse + specular, 1.0) * objColor;
}