qtk/resources/shaders/fragment/phong.frag

95 lines
2.6 KiB
GLSL

#version 330
// Color input from Vertex shader
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;
}
void main()
{
// A struct to store lighting results as we finish calculating them
// Valuse stored here will be applied to the final output of our shader
Result result;
// Ambient lighting
result.ambient = (uLight.ambient * uMaterial.ambient) * uMaterial.ambientStrength;
//
// Diffuse lighting
// Normalize the provided normal vector
// + Creates a vector with length of 1 in the same direction as vNormal
vec3 norm = normalize(vNormal);
// Get a vector from this frag to the lightSoruce
vec3 lightDir = normalize(uLight.position - vPosition);
// As the normal vector approaches an angle looking at lightDir vector
// + If this is negative, the frag is on a surface opposite of the lightSource
float diff = max(dot(norm, lightDir), 0.0f);
result.diffuse = (uLight.diffuse * diff * uMaterial.diffuse) * uMaterial.diffuseStrength;
//
// Specular lighting
// Get a vector from the camera to the fragment as our viewDir
vec3 viewDir = normalize(uCameraPosition - vPosition);
// Since lightDir is already a vector from this frag to the light source
// reflectionDir is the opposite; A vector from the light to the frag
vec3 reflectDir = reflect(-lightDir, norm);
// Use dot product to check if viewDir and reflectDir angles are intersecting
// -1.0f if they are opposite; 1.0 if they are looking at each other directly
// + If this is negative, the lightSource is behind the player; Ignore it
float angleAlpha = max(dot(viewDir, reflectDir), 0.0f);
// As the angleAlpha approaches 1, raise to the power of uMaterial.shine
float spec = pow(angleAlpha, uMaterial.shine);
// Apply specular result to the
result.specular = (uLight.specular * uMaterial.specular * spec) * uMaterial.specularStrength;
//
// Final calculation
SumResult(result);
// Final output
fColor = vec4(result.sum, 1.0f); // Reapply alpha for opacity
}