//----------------------------------------------------------------------------- // Fragment shader for Blinn-Phong lighting with materials //----------------------------------------------------------------------------- #version 330 core struct Material { vec3 ambient; sampler2D diffuseMap; vec3 specular; float shininess; }; struct Light { vec3 position; vec3 ambient; vec3 diffuse; vec3 specular; }; in vec2 TexCoord; in vec3 FragPos; in vec3 Normal; uniform Light light; uniform Material material; uniform vec3 viewPos; out vec4 frag_color; void main() { // Ambient ------------------------------------------------------------------------- vec3 ambient = light.ambient * material.ambient; // Diffuse ------------------------------------------------------------------------- vec3 normal = normalize(Normal); vec3 lightDir = normalize(light.position - FragPos); float NdotL = max(dot(normal, lightDir), 0.0); vec3 diffuse = light.diffuse * NdotL * vec3(texture(material.diffuseMap, TexCoord)); // Specular - Blinn-Phong ---------------------------------------------------------- vec3 viewDir = normalize(viewPos - FragPos); vec3 halfDir = normalize(lightDir + viewDir); float NDotH = max(dot(normal, halfDir), 0.0); vec3 specular = light.specular * material.specular * pow(NDotH, material.shininess); frag_color = vec4(ambient + diffuse + specular, 1.0f); }