From db4017c1165b9ba02655508e615d161a4c42acf0 Mon Sep 17 00:00:00 2001 From: HampusM Date: Wed, 22 May 2024 21:22:19 +0200 Subject: refactor(engine): make shader functions not use uniforms directly --- engine/fragment.glsl | 15 ++++++++++++--- 1 file changed, 12 insertions(+), 3 deletions(-) (limited to 'engine/fragment.glsl') diff --git a/engine/fragment.glsl b/engine/fragment.glsl index a9d192b..9becd4c 100644 --- a/engine/fragment.glsl +++ b/engine/fragment.glsl @@ -10,19 +10,28 @@ in vec3 in_frag_pos; in vec3 in_normal; uniform vec3 view_pos; - uniform sampler2D input_texture; +uniform Material material; +uniform PointLight light; void main() { - vec3 ambient_light = calc_ambient_light(in_texture_coords); + vec3 ambient_light = calc_ambient_light(material, 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 diffuse_light = calc_diffuse_light( + material, + light, + light_direction, + norm, + in_texture_coords + ); vec3 specular_light = calc_specular_light( + material, + light, light_direction, norm, view_pos, -- cgit v1.2.3-18-g5258