Files
Examples/OpenGL/playground/resources/shaders/phong.frag
2019-02-18 16:09:19 +00:00

39 lines
849 B
GLSL

#version 330
in vec3 Normal;
in vec3 FragPos;
uniform vec3 lightPos;
vec3 viewPos = vec3(0.0, 0.0, 0.0);
out vec4 outColour;
vec3 objectColour = vec3(0.58, 0.61, 0.627);
vec3 lightColour = vec3(1.0, 0.0, 1.0);
void main() {
float ambientStrength = 0.5;
vec3 ambient = ambientStrength * lightColour;
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColour;
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 * lightColour;
vec3 result = (ambient + diffuse + specular) * objectColour;
outColour = vec4(result, 1.0);
}