40 lines
926 B
GLSL
40 lines
926 B
GLSL
#version 330
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in vec3 Normal;
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in vec3 FragPos;
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// in vec4 FragPosLightSpace;
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uniform vec3 lightPos;
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out vec4 outColour;
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vec3 viewPos = vec3(0.0, 0.0, 0.0);
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vec3 objectColour = vec3(1.0, 1.0, 1.0);
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vec3 lightColour = vec3(0.7, 0.0, 0.65);
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// vec3 lightColour = vec3(0.3, 0.85, 1.0);
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void main() {
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vec3 normal = normalize(Normal);
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vec3 lightDir = normalize(lightPos - FragPos);
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float diff = max(dot(normal, lightDir), 0.0);
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vec3 diffuse = diff * lightColour;
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float specularStrength = 0;
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 reflectDir = reflect(-lightDir, normal);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
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vec3 specular = specularStrength * spec * lightColour;
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float ambientStrength = 0.4;
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vec3 ambient = ambientStrength * lightColour;
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vec3 result = (ambient + diffuse + specular) * objectColour;
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outColour = vec4(result, 1.0);
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}
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