This commit is contained in:
@@ -1,4 +1,11 @@
|
||||
#version 330 core
|
||||
struct Material {
|
||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
float shininess;
|
||||
};
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec3 FragPos;
|
||||
@@ -8,30 +15,28 @@ uniform vec3 ourColor;
|
||||
uniform vec3 lightColor;
|
||||
uniform vec3 lightPos;
|
||||
uniform vec3 viewPos;
|
||||
uniform Material material;
|
||||
|
||||
void main()
|
||||
{
|
||||
float ambientStrength = 0.15;
|
||||
float specularStrength = 0.5;
|
||||
|
||||
//msc
|
||||
//misc
|
||||
vec3 norm = normalize(Normal);
|
||||
vec3 lightDir = normalize(lightPos - FragPos);
|
||||
|
||||
// ambient
|
||||
vec3 ambient = ambientStrength * lightColor;
|
||||
vec3 ambient = vec3(0.2) * (lightColor * material.ambient);
|
||||
|
||||
// diffuse
|
||||
float diff = max(dot(norm, lightDir), 0.0);
|
||||
vec3 diffuse = diff * lightColor;
|
||||
vec3 diffuse = lightColor * (diff * material.diffuse);
|
||||
|
||||
// specular
|
||||
vec3 viewDir = normalize(viewPos - FragPos);
|
||||
vec3 reflectDir = reflect(-lightDir, norm);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 150);
|
||||
vec3 specular = specularStrength * spec * lightColor;
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
||||
vec3 specular = vec3(0.5) * (lightColor * (spec * material.specular));
|
||||
|
||||
// out
|
||||
vec3 result = (ambient + diffuse+specular) * ourColor;
|
||||
//out
|
||||
vec3 result = ambient + diffuse + specular;
|
||||
FragColor = vec4(result, 1.0);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user