#version 430 core layout (location = 0) out vec4 FragColor; layout (location = 1) out vec4 BrightColor; struct PointLight { vec3 position; vec3 color; float intensity; }; #define MAX_POINT_LIGHTS 16 uniform vec3 cameraPos; uniform sampler2D diffuseTexture; uniform sampler2D normalTexture; uniform PointLight pointLights[MAX_POINT_LIGHTS]; uniform int LightsCount; in vec3 fragPos; in vec2 vTexCoord; in vec3 LightPosTS[MAX_POINT_LIGHTS]; in vec3 CameraPosTS; in vec3 FragPosTS; void main() { vec3 fragColor = vec3(0,0,0); vec3 texture = texture2D(diffuseTexture, vTexCoord).rgb; //vec3 texture = vec3(textureColor.x, textureColor.y, textureColor.z); vec3 ambient = vec3(0.1, 0.1, 0.1) * texture; vec3 normal = texture2D(normalTexture, vTexCoord).rgb; normal = normalize(normal * 2.0 - 1.0); vec3 V = normalize(CameraPosTS-FragPosTS); for(int i = 0; i < LightsCount; i++) { vec3 lightDir = normalize(LightPosTS[i] - FragPosTS); vec3 R = reflect(-lightDir,normal); float dist = distance(fragPos, pointLights[i].position); float distance = (1/dist) * (1/dist); float spec = pow(max(0,dot(R,V)),2); float diff = max(0,dot(normal,normalize(lightDir))); vec3 diffuse = pointLights[i].color * diff * distance * pointLights[i].intensity; vec3 specular = spec * pointLights[i].color * (pointLights[i].intensity/dist); fragColor += texture*(diffuse+specular); } BrightColor = vec4(0.0, 0.0, 0.0, 1.0); FragColor = vec4(fragColor+ambient,1.0); }