Ligthing working

This commit is contained in:
k
2025-05-27 22:22:34 -04:00
parent 78f53fdd54
commit 6d6bac8ca1
7 changed files with 144 additions and 39 deletions

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#version 330 core
out vec4 FragColor;
in vec3 FragPos;
in vec3 Normal;
uniform vec3 ourColor;
uniform vec3 lightColor;
uniform vec3 lightPos;
uniform vec3 viewPos;
void main()
{
float ambientStrength = 0.15;
float specularStrength = 0.5;
//msc
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
// ambient
vec3 ambient = ambientStrength * lightColor;
// diffuse
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
// 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;
// out
vec3 result = (ambient + diffuse+specular) * ourColor;
FragColor = vec4(result, 1.0);
}

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#version 330 core
out vec4 FragColor;
uniform vec3 ourColor;
void main()
{
FragColor = vec4(ourColor, 1.0);
}

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#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
out vec3 FragPos;
out vec3 Normal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
FragPos = vec3(model * vec4(aPos, 1.0));
Normal = aNormal;
//Normal = mat3(transpose(inverse(model))) * aNormal;//if non unifrom scale
}