#version 330 in vec4 vertex_color; in vec2 texture_coord; in vec3 normal; in vec3 frag_pos; out vec4 color; // Must match the same as in math.h const int MAX_POINT_LIGHTS = 3; struct Light { vec3 color; float ambient_intensity; float diffuse_intensity; }; struct Directional_Light { Light base; vec3 direction; }; struct Point_Light { Light base; vec3 position; float constant; float linear; float exponent; }; struct Material { float shininess; float specular_intensity; }; uniform Directional_Light sun; uniform Point_Light point_lights[MAX_POINT_LIGHTS]; uniform int point_light_count; uniform sampler2D tex; uniform Material material; uniform vec3 eye_position; vec4 calculate_light_by_direction(Light light, vec3 direction) { vec4 ambient_color = vec4(light.color, 1.0f) * light.ambient_intensity; float diffuse_factor = max(dot(normalize(normal), normalize(direction)), 0.0f); vec4 diffuse_color = vec4(light.color * light.diffuse_intensity * diffuse_factor, 1.0f); vec4 specular_color = vec4(0, 0, 0, 0); if (diffuse_factor > 0.0f) { vec3 frag_to_eye = normalize(eye_position - frag_pos); vec3 reflected_vertex = normalize(reflect(direction, normalize(normal))); float specular_factor = dot(frag_to_eye, reflected_vertex); if (specular_factor > 0.0f) { specular_factor = pow(specular_factor, material.shininess); specular_color = vec4(light.color * material.specular_intensity * specular_factor, 1.0f); } } return ambient_color + diffuse_color + specular_color; } vec4 calculate_point_lights() { vec4 final_color = vec4(0, 0, 0, 0); for (int i=0; i