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

51 lines
1.6 KiB
GLSL

//-----------------------------------------------------------------------------
// Fragment shader for directional light
//-----------------------------------------------------------------------------
#version 330 core
struct Material
{
vec3 ambient;
sampler2D diffuseMap;
vec3 specular;
float shininess;
};
struct DirectionalLight
{
vec3 direction;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
in vec2 TexCoord;
in vec3 FragPos;
in vec3 Normal;
uniform DirectionalLight dirLight;
uniform Material material;
uniform vec3 viewPos;
out vec4 frag_color;
void main()
{
// Ambient -------------------------------------------------------------------------
vec3 ambient = dirLight.ambient * material.ambient * vec3(texture(material.diffuseMap, TexCoord));
// Diffuse -------------------------------------------------------------------------
vec3 normal = normalize(Normal);
vec3 lightDir = normalize(-dirLight.direction); // negate => Must be a direction from fragment towards the light
float NdotL = max(dot(normal, lightDir), 0.0);
vec3 diffuse = dirLight.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 = dirLight.specular * material.specular * pow(NDotH, material.shininess);
frag_color = vec4(ambient + diffuse + specular, 1.0f);
}