#version 330 core struct Material { sampler2D diffuse; sampler2D specular; float shininess; }; struct Light { vec3 position; vec3 ambient, diffuse, specular; float ambientStrength; float constant, linear, quadratic; }; struct Flashlight { vec3 position, direction; float angle, outerAngle; vec3 diffuse, specular; float constant, linear, quadratic; }; in vec2 oUV; in vec3 oNormal; in vec3 oFragPos; out vec4 FragColor; uniform vec3 viewPos; uniform Material material; uniform Light pointLight; uniform Flashlight fl; vec3 CalcPointLight(Light light, vec3 normal, vec3 fragPos, vec3 viewDir); vec3 CalcSpotLight(Flashlight light, vec3 normal, vec3 fragPos, vec3 viewDir); void main() { vec3 viewDir = normalize(viewPos - oFragPos); vec3 finalColor = vec3(0.0); finalColor += CalcPointLight(pointLight, oNormal, oFragPos, viewDir); finalColor += CalcSpotLight(fl, oNormal, oFragPos, viewDir); FragColor = vec4(finalColor, 1.0); } vec3 CalcPointLight(Light light, vec3 normal, vec3 fragPos, vec3 viewDir) { vec3 lightDir = normalize(light.position - fragPos); float diff = max(dot(normal, lightDir), 0.0); vec3 reflectDir = reflect(-lightDir, normal); float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess); float dist = length(light.position - fragPos); float attenuation = 1.0 / (light.constant + light.linear * dist + light.quadratic * dist * dist); vec3 ambient = light.ambient * light.ambientStrength * vec3(texture(material.diffuse, oUV)); vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, oUV)); vec3 specular = light.specular * spec * vec3(texture(material.specular, oUV)); return (ambient + (diffuse + specular) * attenuation); } vec3 CalcSpotLight(Flashlight light, vec3 normal, vec3 fragPos, vec3 viewDir) { vec3 lightDir = normalize(light.position - fragPos); float theta = dot(lightDir, -normalize(light.direction)); float epsilon = light.angle - light.outerAngle; float intensity = clamp((theta - light.outerAngle) / epsilon, 0.0, 1.0); float diff = max(dot(normal, lightDir), 0.0); vec3 reflectDir = reflect(-lightDir, normal); float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess); float dist = length(light.position - fragPos); float attenuation = 1.0 / (light.constant + light.linear * dist + light.quadratic * dist * dist); vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, oUV)); vec3 specular = light.specular * spec * vec3(texture(material.specular, oUV)); return ((diffuse + specular) * attenuation * intensity); }