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#version 330 core
#ifndef LIGHT_GLSL
#define LIGHT_GLSL
struct Material {
sampler2D ambient;
sampler2D diffuse;
sampler2D specular;
float shininess;
};
struct Light {
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform Material material;
uniform Light light;
vec3 calc_ambient_light(in vec2 texture_coords)
{
return light.ambient * vec3(texture(material.ambient, texture_coords));
}
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 * 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 vec2 texture_coords
)
{
vec3 view_direction = normalize(view_pos - frag_pos);
vec3 reflect_direction = reflect(-light_dir, norm);
float spec =
pow(max(dot(view_direction, reflect_direction), 0.0), material.shininess);
return light.specular * (spec * vec3(texture(material.specular, texture_coords)));
}
#endif
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