Space-Project/shaders/shader_4_tex.frag

27 lines
774 B
GLSL

#version 430 core
uniform vec3 objectColor;
//uniform vec3 lightDir;
uniform vec3 lightPos;
uniform vec3 cameraPos;
uniform sampler2D colorTexture;
in vec3 interpNormal;
in vec3 fragPos;
in vec2 vTexCoord;
void main()
{
vec3 lightDir = normalize(lightPos-fragPos);
vec3 V = normalize(cameraPos-fragPos);
vec3 normal = normalize(interpNormal);
vec3 R = reflect(-normalize(lightDir),normal);
float specular = pow(max(0,dot(R,V)),10);
float diffuse = max(0,dot(normal,normalize(lightDir)));
vec4 textureColor = texture2D(colorTexture, -vTexCoord);
vec3 texture = vec3(textureColor.x, textureColor.y, textureColor.z);
vec4 ambient = vec4(0.1, 0.1, 0.1, 1.0) * textureColor;
gl_FragColor = vec4(mix(texture,texture*diffuse+vec3(1)*specular,0.9), 1.0) + ambient;
}