Files
SMH-Engine/resources/shaders/phong.frag
2019-03-04 20:21:40 +00:00

40 lines
953 B
GLSL

#version 330 core
in vec3 Normal;
in vec3 FragPos;
in vec4 FragPosLightSpace;
uniform vec3 lightPos;
uniform vec3 viewPos;
out vec4 outColour;
vec3 objectColour = vec3(1.0, 1.0, 1.0);
vec3 lightColour = vec3(0.7, 0.3, 0.65);
// vec3 lightColour = vec3(0.3, 0.85, 1.0);
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 = 1;
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 = 0.1;
vec3 ambient = ambientStrength * lightColour;
vec3 result = (ambient + diffuse + specular) * objectColour;
outColour = vec4(result, 1.0);
}