75 lines
1.9 KiB
GLSL
75 lines
1.9 KiB
GLSL
#version 330 core
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struct Material {
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sampler2D diffuse0;
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sampler2D diffuse1;
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sampler2D diffuse2;
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sampler2D diffuse3;
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sampler2D specular0;
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sampler2D specular1;
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sampler2D specular2;
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sampler2D specular3;
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sampler2D ambient0;
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sampler2D ambient1;
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bool use_diff_color;
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vec3 diff_color;
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bool use_spec_color;
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vec3 spec_color;
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int use_amb_color;
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vec3 amb_color;
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};
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out vec4 fragmentColor;
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in vec3 Normal;
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in vec3 FragPos;
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in vec2 TexCoord;
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in vec3 ViewPos;
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uniform Material material;
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void main()
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{
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const vec3 light_direction = vec3(-1.0, -1.0, -1.0);
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const vec3 light_color = vec3(1.0, 1.0, 1.0);
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const float light_amb = 0.1;
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const float light_spec = 0.4;
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const float light_diff = 0.7;
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vec3 diffuseTexCol;
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if (material.use_diff_color) {
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diffuseTexCol = material.diff_color;
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} else {
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diffuseTexCol = vec3(texture(material.diffuse0, TexCoord));
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}
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vec3 specularTexCol;
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if (material.use_spec_color) {
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specularTexCol = material.spec_color;
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} else {
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specularTexCol = vec3(texture(material.specular0, TexCoord));
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}
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vec3 ambTexCol;
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if (material.use_amb_color == 0) {
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ambTexCol = vec3(texture(material.ambient0, TexCoord));
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} else if (material.use_amb_color == 1) {
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ambTexCol = diffuseTexCol * 0.5;
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} else if (material.use_amb_color == 2) {
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ambTexCol = material.amb_color;
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}
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vec3 normal_n = normalize(Normal);
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vec3 light_dir_n = normalize(light_direction);
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vec3 view_dir = normalize(ViewPos - FragPos);
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vec3 reflect_dir = reflect(light_dir_n, normal_n);
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float shine = pow(max(dot(view_dir, reflect_dir), 0.0), 35);
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vec3 ambient_light = light_amb * diffuseTexCol * light_color;
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vec3 diffuse_light = max(dot(normal_n, -light_dir_n), 0.0) *light_diff * diffuseTexCol * light_color;
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vec3 specular_light = shine * light_spec * specularTexCol * light_color;
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vec3 color = ambient_light + diffuse_light + specular_light;
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fragmentColor = vec4(color, 1.0);
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}
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