53 lines
1.3 KiB
GLSL
53 lines
1.3 KiB
GLSL
#version 330
|
|
|
|
in vec3 Normal;
|
|
in vec3 FragPos;
|
|
in vec4 FragPosLightSpace;
|
|
|
|
uniform vec3 lightPos;
|
|
|
|
out vec4 outColour;
|
|
|
|
uniform sampler2D diffuseTexture;
|
|
uniform sampler2D shadowMap;
|
|
|
|
vec3 viewPos = vec3(0.0, 0.0, 0.0);
|
|
vec3 objectColour = vec3(0.58, 0.61, 0.627);
|
|
vec3 lightColour = vec3(0.1, 0.45, 0.9);
|
|
|
|
float calculateShadow(vec4 fragPosLightSpace) {
|
|
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
|
|
projCoords = projCoords * 0.5 + 0.5;
|
|
float closestDepth = texture(shadowMap, projCoords.xy).r;
|
|
float currentDepth = projCoords.z;
|
|
float shadow = currentDepth > closestDepth ? 1.0 : 0.0;
|
|
|
|
return shadow;
|
|
}
|
|
|
|
void main() {
|
|
vec3 normal = normalize(Normal);
|
|
vec3 lightDir = normalize(lightPos - FragPos);
|
|
|
|
float diff = max(dot(normal, lightDir), 0.0);
|
|
vec3 diffuse = diff * lightColour;
|
|
|
|
|
|
float specularStrength = 5;
|
|
|
|
vec3 viewDir = normalize(viewPos - FragPos);
|
|
vec3 reflectDir = reflect(-lightDir, normal);
|
|
|
|
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
|
|
vec3 specular = specularStrength * spec * lightColour;
|
|
|
|
|
|
float ambientStrength = 0.2;
|
|
vec3 ambient = ambientStrength * lightColour;
|
|
|
|
float shadow = calculateShadow(FragPosLightSpace);
|
|
vec3 result = (ambient + (1.0 - shadow) * (diffuse + specular)) * objectColour;
|
|
|
|
outColour = vec4(result, 1.0);
|
|
}
|