OpenGL/shaders/lighting/Frag.glsl
2025-05-27 22:22:34 -04:00

38 lines
820 B
GLSL

#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);
}