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#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);
}
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