add specular lighting based on cw5 earlier shaders #6

Merged
s452746 merged 1 commits from lighting into master 2022-01-08 14:04:47 +01:00
2 changed files with 14 additions and 3 deletions

View File

@ -1,17 +1,26 @@
#version 410 core #version 410 core
uniform sampler2D textureSampler; uniform sampler2D textureSampler;
uniform vec3 lightDir; //uniform vec3 lightDir;
uniform vec3 lightPos;
uniform vec3 cameraPos;
uniform vec3 objectColor;
in vec3 fragPos;
in vec3 interpNormal; in vec3 interpNormal;
in vec2 interpTexCoord; in vec2 interpTexCoord;
void main() void main()
{ {
vec3 lightDir = normalize(lightPos-fragPos);
vec3 V = normalize(cameraPos-fragPos);
vec2 modifiedTexCoord = vec2(interpTexCoord.x, 1.0 - interpTexCoord.y); // Poprawka dla tekstur Ziemi, ktore bez tego wyswietlaja sie 'do gory nogami' vec2 modifiedTexCoord = vec2(interpTexCoord.x, 1.0 - interpTexCoord.y); // Poprawka dla tekstur Ziemi, ktore bez tego wyswietlaja sie 'do gory nogami'
vec3 color = texture2D(textureSampler, modifiedTexCoord).rgb; vec3 color = texture2D(textureSampler, modifiedTexCoord).rgb;
vec3 normal = normalize(interpNormal); vec3 normal = normalize(interpNormal);
float diffuse = max(0,dot(normal,normalize(lightDir)));
vec3 R = reflect(-normalize(lightDir),normal);
float ambient = 0.2; float ambient = 0.2;
float diffuse = max(dot(normal, -lightDir), 0.1); float specular = pow(max(0,dot(R,V)),1000);
gl_FragColor = vec4(color * (ambient + (1-ambient) * diffuse * 0.6 ), 1.0); gl_FragColor = vec4(color*(ambient + (1-ambient)*diffuse)+vec3(1)*specular*0.2, 1.0);
} }

View File

@ -9,10 +9,12 @@ uniform mat4 modelMatrix;
out vec3 interpNormal; out vec3 interpNormal;
out vec2 interpTexCoord; out vec2 interpTexCoord;
out vec3 fragPos;
void main() void main()
{ {
gl_Position = modelViewProjectionMatrix * vec4(vertexPosition, 1.0); gl_Position = modelViewProjectionMatrix * vec4(vertexPosition, 1.0);
interpNormal = (modelMatrix * vec4(vertexNormal, 0.0)).xyz; interpNormal = (modelMatrix * vec4(vertexNormal, 0.0)).xyz;
fragPos = (modelMatrix*vec4(vertexPosition,1)).xyz;
interpTexCoord = vertexTexCoord; interpTexCoord = vertexTexCoord;
} }