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Jackson H committed 2024-06-04 10:31:34 -05:00
commit 46df79ca2a
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#version 330 core
out vec4 FragColor;
uniform vec3 lightColor;
uniform vec3 objectColor;
uniform vec3 viewPos;
in vec3 FragPos;
in vec3 Normal;
in vec3 LightPos;
const float ambientStrength = 0.2;
const float shininess = 32.0;
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 + specular) * objectColor;
// vec3 colorGammaCorrected = pow(colorLinear, vec3(1.0 / screenGamma));
FragColor = vec4(colorLinear, 1.0);
// vec3 norm = normalize(Normal);
}
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#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
//layout (location = 1) in vec3 aColor;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform vec3 lightPos;
out vec3 FragPos;
out vec3 Normal;
out vec3 LightPos;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
FragPos = vec3(view * model * vec4(aPos, 1.0));
Normal = mat3(transpose(inverse(view * model))) * aNormal;
LightPos = vec3(view * vec4(lightPos, 1.0));
}