light struct
This commit is contained in:
parent
6554e0dc74
commit
b693f6809b
@ -6,35 +6,43 @@ struct Material {
|
|||||||
float shininess;
|
float shininess;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
struct Light {
|
||||||
|
vec3 position;
|
||||||
|
vec3 ambient;
|
||||||
|
vec3 diffuse;
|
||||||
|
vec3 specular;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
out vec4 FragColor;
|
out vec4 FragColor;
|
||||||
|
|
||||||
in vec3 FragPos;
|
in vec3 FragPos;
|
||||||
in vec3 Normal;
|
in vec3 Normal;
|
||||||
|
|
||||||
uniform vec3 ourColor;
|
uniform vec3 ourColor;
|
||||||
uniform vec3 lightColor;
|
|
||||||
uniform vec3 lightPos;
|
|
||||||
uniform vec3 viewPos;
|
uniform vec3 viewPos;
|
||||||
uniform Material material;
|
uniform Material material;
|
||||||
|
uniform Light light;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
//misc
|
//misc
|
||||||
vec3 norm = normalize(Normal);
|
vec3 norm = normalize(Normal);
|
||||||
vec3 lightDir = normalize(lightPos - FragPos);
|
vec3 lightDir = normalize(light.position - FragPos);
|
||||||
|
|
||||||
// ambient
|
// ambient
|
||||||
vec3 ambient = vec3(0.2) * (lightColor * material.ambient);
|
vec3 ambient = light.ambient * material.ambient;
|
||||||
|
|
||||||
// diffuse
|
// diffuse
|
||||||
float diff = max(dot(norm, lightDir), 0.0);
|
float diff = max(dot(norm, lightDir), 0.0);
|
||||||
vec3 diffuse = lightColor * (diff * material.diffuse);
|
vec3 diffuse = light.diffuse * (diff * material.diffuse);
|
||||||
|
|
||||||
// specular
|
// specular
|
||||||
vec3 viewDir = normalize(viewPos - FragPos);
|
vec3 viewDir = normalize(viewPos - FragPos);
|
||||||
vec3 reflectDir = reflect(-lightDir, norm);
|
vec3 reflectDir = reflect(-lightDir, norm);
|
||||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
|
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
|
//out
|
||||||
vec3 result = ambient + diffuse + specular;
|
vec3 result = ambient + diffuse + specular;
|
||||||
|
|||||||
15
src/main.cpp
15
src/main.cpp
@ -83,12 +83,15 @@ int main(void) {
|
|||||||
s->setVec3("lightPos", lightPos);
|
s->setVec3("lightPos", lightPos);
|
||||||
s->setVec3("viewPos", glm::vec3(0.0, 0.0, 5.0));
|
s->setVec3("viewPos", glm::vec3(0.0, 0.0, 5.0));
|
||||||
|
|
||||||
/*mat taken from*/
|
s->setVec3("light.ambient", glm::vec3(0.2));
|
||||||
/*http://devernay.free.fr/cours/opengl/materials.html*/
|
s->setVec3("light.diffuse", glm::vec3(0.5));
|
||||||
s->setVec3("material.ambient", glm::vec3(0.24725, 0.1995, 0.0745));
|
s->setVec3("light.specular", glm::vec3(1));
|
||||||
s->setVec3("material.diffuse", glm::vec3(0.75164, 0.60648, 0.22648));
|
s->setVec3("light.position", lightPos);
|
||||||
s->setVec3("material.specular", glm::vec3(0.628281, 0.555802, 0.366065));
|
|
||||||
s->setFloat("material.shininess", 0.4 * 128);
|
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);
|
cube->draw(cam);
|
||||||
|
|
||||||
s = light->getShader();
|
s = light->getShader();
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user