DuctTaped_GL/PhongShader.frag

52 lines
1.1 KiB
GLSL

#version 330 core
out vec4 FragColor;
in vec3 FragPosition ;
in vec3 Normal ;
in vec3 LightViewPosition;
in vec3 LightRawPos;
uniform vec3 ObjectColor;
uniform vec3 LightColor ;
uniform vec3 ViewPosition;
void main()
{
// Ambient
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * LightColor ;
// Diffuse
vec3 direction = normalize(Normal );
vec3 lightDirection = normalize(LightViewPosition - FragPosition);
float diffuseStrength = max(dot(direction, lightDirection), 0.0);
vec3 diffuse = diffuseStrength * LightColor ;
// Specular
float specularStrength = 0.5;
vec3 viewDirection = normalize(ViewPosition - FragPosition);
// vec3 ViewDirection = normalize(-FragPosition);
vec3 reflectionDirection = reflect(-lightDirection, direction);
float spec = pow(max(dot(viewDirection, reflectionDirection), 0.0), 32);
vec3 specular = specularStrength * spec * LightColor;
// Combining
vec3 result = (ambient + diffuse) * ObjectColor;
FragColor = vec4(result, 1.0);
}