64 lines
No EOL
1.8 KiB
GLSL
64 lines
No EOL
1.8 KiB
GLSL
#version 330 core
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out vec4 FragColor;
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in vec3 Normal;
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in vec2 TexCoords;
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in vec3 FragPos;
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struct Light {
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vec3 position;
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vec3 direction;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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vec3 color;
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float constant;
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float linear;
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float quadratic;
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float cutOff;
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float outerCutOff;
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};
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uniform sampler2D texture_diffuse1;
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uniform vec3 viewPos;
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uniform Light light;
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void main()
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{
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// Calculate the direction of the light
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vec3 lightDir = normalize(light.position - FragPos);
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// Calculate the angle between the light direction and the spotlight direction
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float theta = dot(lightDir, normalize(-light.direction));
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float epsilon = light.cutOff - light.outerCutOff;
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float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);
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float distance = length(light.position - FragPos);
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float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
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// ambient
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float ambientStrength = 0.1;
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vec3 ambient = ambientStrength * light.color;
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// diffuse
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vec3 norm = normalize(Normal);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * light.color;
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// specular
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float specularStrength = 0.5;
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
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vec3 specular = specularStrength * spec * light.color;
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// Apply attenuation and intensity
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ambient *= attenuation;
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diffuse *= attenuation * intensity;
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specular *= attenuation * intensity;
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vec3 result = ambient + diffuse + specular;
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vec4 light = vec4(result, 1.0);
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FragColor = texture(texture_diffuse1, TexCoords) * light;
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} |