#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 light; uniform Flashlight fl; void main() { vec3 lightDir = normalize(fl.position - oFragPos); float theta = dot(lightDir, normalize(-fl.direction)); float epsilon = fl.angle - fl.outerAngle; float intensity = clamp((theta - fl.outerAngle) / epsilon, 0.0, 1.0); vec3 norm = normalize(oNormal); // Diffuse light float diff = max(dot(norm, lightDir), 0.0); vec3 diffuse = fl.diffuse * diff * vec3(texture(material.diffuse, oUV)); // 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 = fl.specular * spec * vec3(texture(material.specular, oUV)); float dist = length(fl.position - oFragPos); float attenuation = 1.0 / (fl.constant + fl.linear * dist + fl.quadratic * (dist * dist)); // Ambient light vec3 ambient = light.ambient * light.ambientStrength * vec3(texture(material.diffuse, oUV)); FragColor = vec4(ambient + ((diffuse + specular) * attenuation * intensity), 1.0); }