30 lines
885 B
GLSL
30 lines
885 B
GLSL
|
#version 410 core
|
||
|
|
||
|
//uniform vec3 objectColor;
|
||
|
uniform vec3 lightDir;
|
||
|
//uniform vec3 lightPos;
|
||
|
uniform vec3 cameraPos;
|
||
|
uniform sampler2D color_texture;
|
||
|
uniform sampler2D specular_texture;
|
||
|
|
||
|
|
||
|
in vec3 interpNormal;
|
||
|
in vec3 fragPos;
|
||
|
in vec2 uvCoord;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
//float falloff = pow(length(cameraPos-fragPos),2)*0.01;
|
||
|
vec3 color = texture(color_texture,uvCoord).rgb;
|
||
|
vec3 spec = texture(specular_texture,uvCoord).rgb;
|
||
|
//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)));
|
||
|
gl_FragColor = vec4(mix(color,color*diffuse+spec*specular,0.7), 1.0);
|
||
|
//gl_FragColor = vec4(mix(vec3(0.1,0.1,0.1),mix(color,color*diffuse+spec*specular,0.7),min(1,1/falloff)), 1.0);
|
||
|
}
|