#version 330 core out vec4 fragColor; //uniform float light_power; uniform vec3 lightColor; uniform vec3 objectColor; //uniform vec3 view_pos; in vec3 FragPos; in vec3 Normal; in vec3 LightPos; const float light_power = 12.0; const float ambientStrength = 0.1; 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); // fragColor = vec4(dot(LightPos, Normal) * lightColor, 1.0); vec3 norm = normalize(Normal); vec3 lightDir = normalize(LightPos - FragPos); float diff = max(dot(norm, lightDir), 0.0); vec3 diffuse = diff * lightColor; vec3 ambient = ambientStrength * lightColor; vec3 result = (ambient + diffuse) * objectColor; fragColor = vec4(result, 1.0); // 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); }