Files

65 lines
1.8 KiB
GLSL

#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);
}