light struct

This commit is contained in:
k 2025-05-28 03:47:10 -04:00
parent 6554e0dc74
commit b693f6809b
2 changed files with 23 additions and 12 deletions

View File

@ -6,35 +6,43 @@ struct Material {
float shininess;
};
struct Light {
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
out vec4 FragColor;
in vec3 FragPos;
in vec3 Normal;
uniform vec3 ourColor;
uniform vec3 lightColor;
uniform vec3 lightPos;
uniform vec3 viewPos;
uniform Material material;
uniform Light light;
void main()
{
//misc
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
vec3 lightDir = normalize(light.position - FragPos);
// ambient
vec3 ambient = vec3(0.2) * (lightColor * material.ambient);
vec3 ambient = light.ambient * material.ambient;
// diffuse
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = lightColor * (diff * material.diffuse);
vec3 diffuse = light.diffuse * (diff * material.diffuse);
// specular
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
vec3 specular = vec3(0.5) * (lightColor * (spec * material.specular));
vec3 specular = light.specular * (spec * material.specular);
//out
vec3 result = ambient + diffuse + specular;

View File

@ -83,12 +83,15 @@ int main(void) {
s->setVec3("lightPos", lightPos);
s->setVec3("viewPos", glm::vec3(0.0, 0.0, 5.0));
/*mat taken from*/
/*http://devernay.free.fr/cours/opengl/materials.html*/
s->setVec3("material.ambient", glm::vec3(0.24725, 0.1995, 0.0745));
s->setVec3("material.diffuse", glm::vec3(0.75164, 0.60648, 0.22648));
s->setVec3("material.specular", glm::vec3(0.628281, 0.555802, 0.366065));
s->setFloat("material.shininess", 0.4 * 128);
s->setVec3("light.ambient", glm::vec3(0.2));
s->setVec3("light.diffuse", glm::vec3(0.5));
s->setVec3("light.specular", glm::vec3(1));
s->setVec3("light.position", lightPos);
s->setVec3("material.ambient", glm::vec3(1.0, 0.5, 0.31));
s->setVec3("material.diffuse", glm::vec3(1.0, 0.5, 0.31));
s->setVec3("material.specular", glm::vec3(0.5));
s->setFloat("material.shininess", 32);
cube->draw(cam);
s = light->getShader();