35 lines
		
	
	
		
			859 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			35 lines
		
	
	
		
			859 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
//Fragment Shader
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#version 330 core
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in vec3 FragPos;
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in vec3 Normal;
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uniform vec3 objectColor;
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uniform vec3 lightColor;
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uniform vec3 lightPos;
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uniform vec3 viewPos;
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out vec4 FragColor;
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void main()
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{
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//Diffuse calculations..
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(lightPos - FragPos);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * lightColor;
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//Ambient Light
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float ambientStrength = 0.5;
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vec3 ambient = ambientStrength * lightColor;
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//Specular calculations..
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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 * lightColor;
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//result color
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vec3 result = (ambient + diffuse + specular) * objectColor;
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//push output color
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FragColor = vec4(result, 1.0);
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}
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