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path: root/engine/fragment-texture.glsl
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#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 = 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);

	vec4 light = vec4((ambient_light + diffuse_light + specular_light), 1.0);

	FragColor = light * texture(input_texture, in_texture_coords);
}