42 lines
1.1 KiB
GLSL
42 lines
1.1 KiB
GLSL
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#version 400
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out vec4 FragColor;
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in vec3 Position;
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in vec2 TexCoord;
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in vec3 Normal;
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uniform vec3 viewPosition;
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uniform sampler2D diffuse1;
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uniform sampler2D specular1;
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uniform vec3 phongAmbient;
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uniform vec3 phongDiffuse;
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uniform vec3 phongSpecular;
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uniform float phongShininess;
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uniform vec3 lightPos;
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uniform vec3 lightAmbient;
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uniform vec3 lightDiffuse;
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uniform vec3 lightSpecular;
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void main() {
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vec3 diffColor = texture(diffuse1, TexCoord).rgb;
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vec3 specColor = texture(specular1, TexCoord).rgb;
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vec3 ambient = (phongAmbient * diffColor) * lightAmbient;
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(lightPos - Position);
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float diffImpact = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = (phongDiffuse * diffImpact * diffColor) * lightDiffuse;
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vec3 viewDir = normalize(viewPosition - Position);
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vec3 halfwayDir = normalize(lightDir + viewDir);
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float specImpact = pow(max(dot(norm, halfwayDir), 0.0), phongShininess);
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vec3 specular = (phongSpecular * specImpact * specColor) * lightSpecular;
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vec3 result = ambient + diffuse + specular;
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FragColor = vec4(result, 1.0);
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}
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