#version 330 core out vec4 FragColor; in vec3 Normal; in vec2 TexCoords; in vec3 FragPos; struct DirLight { vec3 direction; vec3 color; vec3 ambient; vec3 diffuse; vec3 specular; }; struct PointLight { vec3 position; vec3 ambient; vec3 diffuse; vec3 specular; vec3 color; float constant; float linear; float quadratic; }; struct SpotLight { vec3 position; vec3 direction; vec3 ambient; vec3 diffuse; vec3 specular; vec3 color; float constant; float linear; float quadratic; float cutOff; float outerCutOff; }; uniform sampler2D texture_diffuse1; uniform vec3 viewPos; uniform DirLight dirLight; #define NR_POINT_LIGHTS 16 uniform PointLight pointLights[NR_POINT_LIGHTS]; uniform int pointLightCount; uniform SpotLight spotLight; vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir) { // ambient float ambientStrength = 0.1; vec3 ambient = ambientStrength * light.color; // diffuse vec3 norm = normalize(Normal); vec3 lightDir = normalize(-light.direction); float diff = max(dot(norm, lightDir), 0.0); vec3 diffuse = diff * light.color; // specular float specularStrength = 0.5; vec3 reflectDir = reflect(-lightDir, norm); float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32); vec3 specular = specularStrength * spec * light.color; return (ambient + diffuse + specular); } vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir) { 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.position - FragPos); float diff = max(dot(norm, lightDir), 0.0); vec3 diffuse = diff * light.color; // specular float specularStrength = 0.5; 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; return (ambient + diffuse + specular); } vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir) { // Calculate the direction of the light vec3 lightDir = normalize(light.position - FragPos); // Calculate the angle between the light direction and the spotlight direction float theta = dot(lightDir, normalize(-light.direction)); float epsilon = light.cutOff - light.outerCutOff; float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0); float distance = length(light.position - FragPos); float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance)); // ambient float ambientStrength = 0.1; vec3 ambient = ambientStrength * light.color; // diffuse vec3 norm = normalize(Normal); float diff = max(dot(norm, lightDir), 0.0); vec3 diffuse = diff * light.color; // specular float specularStrength = 0.5; vec3 reflectDir = reflect(-lightDir, norm); float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32); vec3 specular = specularStrength * spec * light.color; // Apply attenuation and intensity ambient *= attenuation; diffuse *= attenuation * intensity; specular *= attenuation * intensity; return (ambient + diffuse + specular); } void main() { // properties vec3 norm = normalize(Normal); vec3 viewDir = normalize(viewPos - FragPos); // phase 1: Directional lighting vec3 result = CalcDirLight(dirLight, norm, viewDir); // phase 2: Point lights for(int i = 0; i < pointLightCount; i++) result += CalcPointLight(pointLights[i], norm, FragPos, viewDir); // phase 3: Spot light result += CalcSpotLight(spotLight, norm, FragPos, viewDir); FragColor = texture(texture_diffuse1, TexCoords) * vec4(result, 1.0); }