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39 lines
1.1 KiB
GLSL
39 lines
1.1 KiB
GLSL
#version 430 core
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out vec4 FragColor;
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in vec2 TexCoords;
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in vec3 Normal;
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in vec3 FragPos;
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uniform sampler2D texture_diffuse1;
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uniform sampler2D texture_specular1;
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// above 2 uniform can caculate objectColor
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uniform vec3 lightPos;
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uniform vec3 viewPos;
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uniform vec3 lightColor;
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void main()
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{
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vec3 objectColor = texture(texture_specular1, TexCoords).rgb;
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objectColor = texture(texture_diffuse1, TexCoords).rgb;
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// ambient
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float ambientStrength = 0.3;
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vec3 ambient = ambientStrength * lightColor;
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// diffuse
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(lightPos - FragPos);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * lightColor;
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// specular
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float specularStrength = 0.5;
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
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vec3 specular = specularStrength * spec * lightColor;
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vec3 result = (ambient + diffuse + specular) * objectColor;
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FragColor = vec4(result, 1.0);
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} |