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authorHampusM <hampus@hampusmat.com>2023-11-27 20:02:08 +0100
committerHampusM <hampus@hampusmat.com>2023-11-27 20:02:08 +0100
commitc230f5aaea3df46ae9a4d7c1c9761e55ef827b82 (patch)
tree9e429a33df6e12f4b2f9adf87d08dad2a0127756 /engine/fragment.glsl
parent935f35455ac2e3547cdd21cd4596538958a7217e (diff)
feat(engine): add lighting maps
Diffstat (limited to 'engine/fragment.glsl')
-rw-r--r--engine/fragment.glsl34
1 files changed, 34 insertions, 0 deletions
diff --git a/engine/fragment.glsl b/engine/fragment.glsl
new file mode 100644
index 0000000..428e87f
--- /dev/null
+++ b/engine/fragment.glsl
@@ -0,0 +1,34 @@
+#version 330 core
+
+#preinclude "light.glsl"
+
+out vec4 FragColor;
+
+in vec2 in_texture_coords;
+
+in vec3 in_frag_pos;
+in vec3 in_normal;
+
+uniform vec3 view_pos;
+
+uniform sampler2D input_texture;
+
+void main()
+{
+ vec3 ambient_light = calc_ambient_light(in_texture_coords);
+
+ vec3 light_direction = normalize(light.position - in_frag_pos);
+ vec3 norm = normalize(in_normal);
+
+ vec3 diffuse_light = calc_diffuse_light(light_direction, norm, in_texture_coords);
+
+ vec3 specular_light = calc_specular_light(
+ light_direction,
+ norm,
+ view_pos,
+ in_frag_pos,
+ in_texture_coords
+ );
+
+ FragColor = vec4((ambient_light + diffuse_light + specular_light), 1.0);
+}