Added phong lighting
This commit is contained in:
parent
839df891ab
commit
6f46112f14
7 changed files with 90 additions and 11 deletions
|
@ -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;
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue