game-engine/resources/shaders/point_light.glsl

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1.3 KiB
GLSL

#version 330 core
out vec4 FragColor;
in vec3 Normal;
in vec2 TexCoords;
in vec3 FragPos;
struct Light {
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
vec3 color;
float constant;
float linear;
float quadratic;
};
uniform sampler2D texture_diffuse1;
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.position - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * light.color;
// specular
float specularStrength = 0.5;
vec3 viewDir = normalize(viewPos - FragPos);
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);
FragColor = texture(texture_diffuse1, TexCoords) * light;
}