diff options
Diffstat (limited to 'engine/light.glsl')
-rw-r--r-- | engine/light.glsl | 19 |
1 files changed, 10 insertions, 9 deletions
diff --git a/engine/light.glsl b/engine/light.glsl index 90539a1..3ba5ba0 100644 --- a/engine/light.glsl +++ b/engine/light.glsl @@ -4,9 +4,9 @@ #define LIGHT_GLSL struct Material { - vec3 ambient; - vec3 diffuse; - vec3 specular; + sampler2D ambient; + sampler2D diffuse; + sampler2D specular; float shininess; }; @@ -21,23 +21,24 @@ struct Light { uniform Material material; uniform Light light; -vec3 calc_ambient_light() +vec3 calc_ambient_light(in vec2 texture_coords) { - return light.ambient * material.ambient; + return light.ambient * vec3(texture(material.ambient, texture_coords)); } -vec3 calc_diffuse_light(in vec3 light_dir, in vec3 norm) +vec3 calc_diffuse_light(in vec3 light_dir, in vec3 norm, in vec2 texture_coords) { float diff = max(dot(norm, light_dir), 0.0); - return light.diffuse * (diff * material.diffuse); + return light.diffuse * (diff * vec3(texture(material.diffuse, texture_coords))); } vec3 calc_specular_light( in vec3 light_dir, in vec3 norm, in vec3 view_pos, - in vec3 frag_pos + in vec3 frag_pos, + in vec2 texture_coords ) { vec3 view_direction = normalize(view_pos - frag_pos); @@ -47,7 +48,7 @@ vec3 calc_specular_light( float spec = pow(max(dot(view_direction, reflect_direction), 0.0), material.shininess); - return light.specular * (spec * material.specular); + return light.specular * (spec * vec3(texture(material.specular, texture_coords))); } #endif |