LesDingeriesDeDjalimSurOpenGL/assets/shaders/lighting_point.frag
2025-10-24 09:50:55 +02:00

62 lines
1.9 KiB
GLSL

//-----------------------------------------------------------------------------
// Fragment shader for point light
//-----------------------------------------------------------------------------
#version 330 core
struct Material
{
vec3 ambient;
sampler2D diffuseMap;
vec3 specular;
float shininess;
};
struct PointLight
{
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
float constant;
float linear;
float exponent;
};
in vec2 TexCoord;
in vec3 FragPos;
in vec3 Normal;
uniform PointLight pointLight;
uniform Material material;
uniform vec3 viewPos;
out vec4 frag_color;
void main()
{
// Ambient ------------------------------------------------------------------------------
vec3 ambient = pointLight.ambient * material.ambient * vec3(texture(material.diffuseMap, TexCoord));
// Diffuse ------------------------------------------------------------------------------
vec3 normal = normalize(Normal);
vec3 lightDir = normalize(pointLight.position - FragPos);
float NdotL = max(dot(normal, lightDir), 0.0);
vec3 diffuse = pointLight.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 = pointLight.specular * material.specular * pow(NDotH, material.shininess);
// Attenuation using Kc, Kl, Kq ---------------------------------------------------------
float d = length(pointLight.position - FragPos); // distance to light
float attenuation = 1.0f / (pointLight.constant + pointLight.linear * d + pointLight.exponent * (d * d));
diffuse *= attenuation;
specular *= attenuation;
frag_color = vec4(ambient + diffuse + specular, 1.0f);
};