DuctTaped_GL/Shaders/PhongShader.frag

48 lines
1014 B
GLSL

#version 330 core
out vec4 FragColor;
in vec3 FragPosition ;
in vec3 Normal ;
in vec3 LightViewPosition;
uniform vec3 ObjectColor ;
uniform vec3 LightColor ;
uniform float AmbientStrength ;
uniform float DiffuseStrength ;
uniform float SpecularStrength;
void main()
{
// Ambient
vec3 ambient = AmbientStrength * LightColor ;
// Diffuse
vec3 direction = normalize(Normal );
vec3 lightDirection = normalize(LightViewPosition - FragPosition);
float diffuseMagnitude = max(dot(direction, lightDirection), 0.0);
vec3 diffuse = DiffuseStrength * diffuseMagnitude * LightColor;
// Specular
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 + specular) * ObjectColor;
FragColor = vec4(result, 1.0);
}