#version 430 core layout (location = 0) out vec4 FragColor; layout (location = 1) out vec4 BrightColor; struct PointLight { vec3 position; vec3 color; float intensity; }; #define NR_POINT_LIGHTS 5 uniform vec3 objectColor; uniform vec3 cameraPos; uniform sampler2D colorTexture; uniform PointLight pointLights[NR_POINT_LIGHTS]; in vec3 interpNormal; in vec3 fragPos; in vec2 vTexCoord; void main() { vec3 fragColor = vec3(0,0,0); vec4 textureColor = texture2D(colorTexture, vTexCoord); vec4 ambient = vec4(0.1, 0.1, 0.1, 1.0) * textureColor; vec3 normal = normalize(interpNormal); for(int i = 0; i < NR_POINT_LIGHTS; i++) { vec3 lightDir = normalize(pointLights[i].position - fragPos); vec3 V = normalize(cameraPos-fragPos); vec3 R = reflect(-lightDir,normal); float dist = distance(fragPos, pointLights[i].position) / 5; 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); vec3 texture = vec3(textureColor.x, textureColor.y, textureColor.z); // * pointLights[i].color; fragColor += mix(texture,texture*diffuse+vec3(1)*specular,0.9); } BrightColor = vec4(0.0, 0.0, 0.0, 1.0); FragColor = vec4(fragColor, 1.0) + ambient; }