udemy_opengl/shaders/shader.frag

49 lines
1.3 KiB
GLSL

#version 330
in vec4 vertex_color;
in vec2 texture_coord;
in vec3 normal;
in vec3 frag_pos;
out vec4 color;
struct Directional_Light {
vec3 color;
float ambient_intensity;
vec3 direction;
float diffuse_intensity;
};
struct Material {
float shininess;
float specular_intensity;
};
uniform sampler2D tex;
uniform Directional_Light sun;
uniform Material material;
uniform vec3 eye_position;
void main() {
vec4 ambient_color = vec4(sun.color, 1.0f) * sun.ambient_intensity;
float diffuse_factor = max(dot(normalize(normal), normalize(sun.direction)), 0.0f);
vec4 diffuse_color = vec4(sun.color, 1.0f) * sun.diffuse_intensity * diffuse_factor;
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(sun.direction, normalize(normal)));
float specular_factor = dot(frag_to_eye, reflected_vertex);
if (specular_factor > 0) {
specular_factor = pow(specular_factor, material.shininess);
specular_color = vec4(sun.color * material.specular_intensity * specular_factor, 1.0f);
}
}
color = texture(tex, texture_coord) * (ambient_color + diffuse_color + specular_color);
}