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