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#version 330 core
#preinclude "light.glsl"
out vec4 FragColor;
in vec3 in_frag_color;
in vec3 in_frag_pos;
in vec3 in_normal;
uniform vec3 view_pos;
void main()
{
vec3 ambient_light = ambient_light_strength * light_color;
vec3 light_direction = normalize(light_pos - in_frag_pos);
vec3 norm = normalize(in_normal);
vec3 diffuse_light = calc_diffuse_light(light_direction, norm);
vec3 specular_light =
calc_specular_light(light_direction, norm, view_pos, in_frag_pos);
FragColor =
vec4((ambient_light + diffuse_light + specular_light) * in_frag_color, 1.0);
}
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