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OpenGLTemplate/Lighting/fragShader.glsl

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#version 430
layout (binding=0) uniform sampler2D samp;
in vec2 uv;
in vec3 varyingNormal;
in vec3 varyingLightDir;
in vec3 varyingVertPos;
in vec3 varyingHalfVector;
out vec4 color;
struct PositionalLight
{ vec4 ambient;
vec4 diffuse;
vec4 specular;
vec3 position;
};
struct Material
{ vec4 ambient;
vec4 diffuse;
vec4 specular;
float shininess;
};
uniform vec4 globalAmbient;
uniform PositionalLight light;
uniform Material material;
void main(void)
{
vec3 Normal=normalize(varyingNormal);
vec3 Light=normalize(varyingLightDir);
vec3 ViewVec=normalize(-varyingVertPos);
vec3 H=normalize(varyingHalfVector);
float cosTheta=dot(Light,Normal);
float cosPhi=dot(Normal,H);
vec3 ambient=((globalAmbient * material.ambient) + (light.ambient * material.ambient)).xyz;
vec3 diffuse=light.diffuse.xyz * material.diffuse.xyz * max(cosTheta, 0.0);
vec3 specular=material.specular.xyz * light.specular.xyz * pow(max(cosPhi, 0.0f), material.shininess*3.0);
color=vec4(ambient+diffuse+specular,material.diffuse.w);
}