48 lines
1.3 KiB
GLSL
48 lines
1.3 KiB
GLSL
#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 sampler2D diffuseMap;
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uniform sampler2D specularMap;
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uniform vec3 viewPosition;
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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 lightPosition;
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uniform vec3 lightDirection;
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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 diffuseColor = texture(diffuseMap, TexCoord).rgb;
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vec3 specularColor = texture(specularMap, TexCoord).rgb;
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(-lightDirection);
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vec3 viewDir = normalize(viewPosition - Position);
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vec3 halfwayDir = normalize(lightDir + viewDir);
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vec3 ambient = lightAmbient * (diffuseColor * phongAmbient);
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float diffImpact = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = lightDiffuse * (diffImpact * diffuseColor * phongDiffuse);
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vec3 reflectDir = reflect(-lightDir, norm);
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float effectiveShininess = max(phongShininess, 1.0);
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float spec = pow(max(dot(norm, halfwayDir), 0.0), effectiveShininess);
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vec3 specular = lightSpecular * (spec * specularColor * phongSpecular);
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vec3 result = ambient + diffuse + specular;
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float gamma = 2.2;
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FragColor.rgb = pow(result.rgb, vec3(1.0/gamma));
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} |