#version 430 core out vec4 FragColor; // A Blinn-Phong material with textures for diffuse and specular // lighting maps and a numeric shininess factor. struct Material { sampler2D diffuse; sampler2D specular; float shininess; }; struct DirLight { vec3 direction; vec3 ambient; vec3 diffuse; vec3 specular; }; struct PointLight { vec3 position; // fall off properties float constant; float linear; float quadratic; vec3 ambient; vec3 diffuse; vec3 specular; }; in VS_OUT { vec3 FragPos; vec3 Normal; vec2 TexCoords; // vec4 FragPosLightSpace; vec4 Color; } fs_in; // --- Uniforms #define NUM_POINT_LIGHTS 4 uniform vec3 viewPos; uniform Material material; uniform DirLight dirLight; uniform PointLight pointLights[NUM_POINT_LIGHTS]; // --- Function prototypes vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir); vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir); void main() { vec3 norm = normalize(fs_in.Normal); vec3 viewDir = normalize(viewPos - fs_in.FragPos); vec3 result = CalcDirLight(dirLight, norm, viewDir); for (int i = 0; i < 4; i++) { result += CalcPointLight(pointLights[i], norm, fs_in.FragPos, viewDir); } // FragColor = vec4(result, 1.0); FragColor = fs_in.Color + 0.5; } vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir) { vec3 lightDir = normalize(-light.direction); // diffuse shading float diff = max(dot(normal, lightDir), 0.0); // specular shading vec3 reflectDir = reflect(-lightDir, normal); float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess); // combine result vec3 ambient = light.ambient * vec3(texture(material.diffuse, fs_in.TexCoords)); vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, fs_in.TexCoords)); vec3 specular = light.specular * spec * vec3(texture(material.specular, fs_in.TexCoords)); return (ambient + diffuse + specular); } vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir) { vec3 lightDir = normalize(light.position - fragPos); // diffuse float diff = max(dot(normal, lightDir), 0.0); // specular vec3 reflectDir = reflect(-lightDir, normal); float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess); // attentuation float distance = length(light.position - fragPos); float attentuation = 1.0 / (light.constant + light.linear * distance * light.quadratic * (distance * distance)); // result vec3 ambient = light.ambient * vec3(texture(material.diffuse, fs_in.TexCoords)); vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, fs_in.TexCoords)); vec3 specular = light.specular * spec * vec3(texture(material.specular, fs_in.TexCoords)); ambient *= attentuation; diffuse *= attentuation; specular *= attentuation; return (ambient + diffuse + specular); }