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33 lines
1010 B
Plaintext
33 lines
1010 B
Plaintext
4 years ago
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#version 330 core
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out vec4 FragColor;
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in vec3 FragPos;
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in vec3 Normal;
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in vec3 LightPos; // extra in variable, since we need the light position in view space we calculate this in the vertex shader
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uniform vec3 lightColor;
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uniform vec3 objectColor;
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void main()
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{
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// ambient
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float ambientStrength = 0.1;
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vec3 ambient = ambientStrength * lightColor;
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// diffuse
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(LightPos - FragPos);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * lightColor;
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// specular
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float specularStrength = 0.5;
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vec3 viewDir = normalize(-FragPos); // the viewer is always at (0,0,0) in view-space, so viewDir is (0,0,0) - Position => -Position
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
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vec3 specular = specularStrength * spec * lightColor;
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vec3 result = (ambient + diffuse + specular) * objectColor;
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FragColor = vec4(result, 1.0);
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}
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