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