basic lighting

This commit is contained in:
2025-11-27 11:37:56 +00:00
parent bb7a3bafd2
commit 25a54bab1b
6 changed files with 88 additions and 19 deletions

View File

@@ -1,11 +1,34 @@
#version 330 core
out vec4 FragColor;
in vec3 Color; // Input color from the vertex shader
in vec2 TexCoord; // Input texture coordinate from the vertex shader
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoord;
uniform vec3 objectColor;
uniform vec3 lightColor;
uniform vec3 lightPos;
uniform vec3 viewPos;
uniform sampler2D Texture1;
void main() {
FragColor = texture(Texture1, TexCoord);
void main()
{
// ambient
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * lightColor;
// diffuse
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
// specular
float specularStrength = 0.5;
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = normalize(reflect(-lightDir, norm));
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32.0);
vec3 specular = specularStrength * spec * lightColor;
vec3 result = (ambient + diffuse + specular) * texture(Texture1, TexCoord).rgb;
FragColor = vec4(result, 1.0);
}