-
Notifications
You must be signed in to change notification settings - Fork 0
/
frag.glsl
32 lines (23 loc) · 807 Bytes
/
frag.glsl
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
#version 330 core
in vec3 ourColor;
in vec3 ourNormal;
in vec3 ourFragPos;
out vec4 fragColor;
uniform vec3 eye;
uniform vec3 lightPos;
float ambientStrength = 0.2;
float specularStrength = 0.1;
vec3 lightColor = vec3(1.0, 1.0, 1.0);
void main() {
vec3 ambient = ambientStrength * lightColor;
vec3 normal = normalize(ourNormal);
vec3 lightDir = normalize(lightPos - ourFragPos);
float diff = max(dot(normal, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
vec3 viewDir = normalize(eye - ourFragPos);
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = diffuse*specularStrength * spec * lightColor;
vec3 result = (ambient+diffuse+specular)*ourColor;
fragColor = vec4(result, 1.0f);
}