add: added point light shader and light object shader

This commit is contained in:
Lukian 2025-07-15 15:49:05 +02:00
parent d1b444bcef
commit 0337c70e26
3 changed files with 68 additions and 16 deletions

View file

@ -0,0 +1,9 @@
#version 330 core
out vec4 FragColor;
uniform vec3 lightColor;
void main()
{
FragColor = vec4(lightColor, 1.0f);
}

View file

@ -11,6 +11,7 @@ struct Light {
vec3 ambient;
vec3 diffuse;
vec3 specular;
vec3 color;
float constant;
float linear;
@ -22,14 +23,17 @@ uniform vec3 viewPos;
uniform Light light;
void main()
{
{
float distance = length(light.position - FragPos);
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
// ambient// ambient
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * light.color;
// diffuse
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(-light.direction);
vec3 lightDir = normalize(light.position - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * light.color;
@ -39,6 +43,10 @@ void main()
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = specularStrength * spec * light.color;
ambient *= attenuation;
diffuse *= attenuation;
specular *= attenuation;
vec3 result = ambient + diffuse + specular;
vec4 light = vec4(result, 1.0);