Files
b_engine/resources/standard.frag

42 lines
1.1 KiB
GLSL

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