22 lines
536 B
GLSL
22 lines
536 B
GLSL
#version 410 core
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uniform vec3 objectColor;
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//uniform vec3 lightDir;
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uniform vec3 lightPos;
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uniform vec3 cameraPos;
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in vec3 interpNormal;
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in vec3 fragPos;
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void main()
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{
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vec3 lightDir = normalize(lightPos-fragPos);
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vec3 V = normalize(cameraPos-fragPos);
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vec3 normal = normalize(interpNormal);
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vec3 R = reflect(-normalize(lightDir),normal);
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float specular = pow(max(0,dot(R,V)),10);
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float diffuse = max(0,dot(normal,normalize(lightDir)));
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gl_FragColor = vec4(mix(objectColor,objectColor*diffuse+vec3(1)*specular,0.9), 1.0);
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}
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