53 lines
1.3 KiB
GLSL

#version 330 core
out vec4 FragColor;
uniform float light_power;
uniform vec3 lightColor;
uniform vec3 objectColor;
uniform vec3 viewPos;
in vec3 FragPos;
in vec3 Normal;
in vec3 LightPos;
// const float light_power = 12.0;
const float ambientStrength = 0.2;
const float shininess = 64.0;
const float screenGamma = 2.2; // Assume the monitor is calibrated to the sRGB color space
void main()
{
// FragColor = vec4(1.0f, 0.0f, 0.0f, 1.0f);
vec3 lightDir = LightPos - FragPos;
float distance = length(lightDir);
vec3 norm = normalize(Normal);
vec3 ambient = ambientStrength * lightColor;
distance = distance * distance;
lightDir = normalize(lightDir);
float lambertian = max(dot(norm, lightDir), 0.0);
vec3 diffuse = lambertian * lightColor;
float specular = 0.0;
if (lambertian > 0.0)
{
vec3 viewDir = normalize(-FragPos);
vec3 halfDir = normalize(lightDir + viewDir);
float specAngle = max(dot(halfDir, norm), 0.0);
specular = pow(specAngle, shininess);
}
vec3 colorLinear = (ambient + (diffuse * light_power) + (specular * light_power)) * objectColor;
// vec3 colorGammaCorrected = pow(colorLinear, vec3(1.0 / screenGamma));
FragColor = vec4(colorLinear, 1.0);
// vec3 norm = normalize(Normal);
}