qtk/resources/shaders/fragment/model-specular.frag

86 lines
2.1 KiB
GLSL

#version 330 core
// Input from Vertex shader
in vec2 vTextureCoord;
in vec3 vNormal;
in vec3 vPosition;
// Final fragment fColor
out vec4 fColor;
// Light object and camera position vectors
uniform vec3 uCameraPosition;
struct Light {
vec3 position;
// Light colors RGB value
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform Light uLight;
struct Material {
// Strength ranges 0.0f - 1.0f
float ambientStrength;
float diffuseStrength;
float specularStrength;
// 32, 64, 128, 256
float shine;
// Material color values
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform Material uMaterial;
struct Result {
vec3 ambient;
vec3 diffuse;
vec3 specular;
vec3 sum;
};
void SumResult(inout Result result)
{
result.sum = result.ambient + result.diffuse + result.specular;
}
uniform sampler2D texture_diffuse1;
uniform sampler2D texture_specular1;
void main()
{
Result result;
// Diffuse texture for ambient and diffuse lighting
vec3 diffuseTexture = vec3(texture(texture_diffuse1, vTextureCoord));
// Ambient lighting
vec3 ambientLighting = uLight.ambient * uMaterial.ambient;
result.ambient = ambientLighting * diffuseTexture;
result.ambient *= uMaterial.ambientStrength;
// Diffuse lighting
vec3 norm = normalize(vNormal);
vec3 lightDir = normalize(uLight.position - vPosition);
float diff = max(dot(norm, lightDir), 0.0f);
vec3 diffuseLighting = uLight.diffuse * diff * uMaterial.diffuse;
result.diffuse = diffuseLighting * diffuseTexture;
result.diffuse *= uMaterial.diffuseStrength;
// Specular lighting
vec3 specularTexture = vec3(texture(texture_specular1, vTextureCoord));
vec3 viewDir = normalize(uCameraPosition - vPosition);
vec3 reflectDir = reflect(-lightDir, norm);
float angleAlpha = max(dot(viewDir, reflectDir), 0.0f);
float spec = pow(angleAlpha, uMaterial.shine);
vec3 specLighting = uLight.specular * spec;
result.specular = specLighting * specularTexture;
result.specular *= uMaterial.specularStrength;
SumResult(result);
fColor = vec4(result.sum, 1.0f);
}