#version 410 core uniform sampler2D textureSampler; //uniform vec3 lightDir; uniform vec3 lightPos; uniform vec3 cameraPos; uniform vec3 objectColor; in vec3 fragPos; in vec3 interpNormal; in vec2 interpTexCoord; 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' vec3 color = texture2D(textureSampler, modifiedTexCoord).rgb; vec3 normal = normalize(interpNormal); float diffuse = max(0,dot(normal,normalize(lightDir))); vec3 R = reflect(-normalize(lightDir),normal); float ambient = 0.2; float specular = pow(max(0,dot(R,V)),1000); gl_FragColor = vec4(color*(ambient + (1-ambient)*diffuse)+vec3(1)*specular*0.2, 1.0); }