voxel-engine/shaders/shader-texture.fs

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#version 330 core
out vec4 FragColor;
in vec3 vNormal;
in vec3 vTexCoord;
in vec3 FragPos;
vec3 lightColor = vec3(1.0);
vec3 lightDir = -normalize(vec3(0.0, 100.0, 0.0) - vec3(32.0));
float ambientStrength = 0.4;
float diffuseStrength = 0.45;
float specularStrength = 0.05;
uniform vec3 viewPos;
uniform float u_time;
uniform sampler2DArray textureArray;
void main(){
vec3 vColor = vec3(texture(textureArray, vTexCoord));
// offset the normal a tiny bit, so that the color of faces opposing lightDir is not completely
// flat
vec3 normal = normalize(vNormal);
// Blinn-Phong lighting
// Ambient
vec3 ambient = lightColor*vColor;
// Diffuse
float diff = max(dot(normal, lightDir), 0.0);
vec3 diffuse = vColor * diff;
// Blinn Specular
vec3 viewDir = normalize(viewPos - FragPos);
vec3 halfwayDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(normal, halfwayDir), 0.0), 32.0);
vec3 specular = lightColor * vColor * spec;
// Final color
vec3 color = ambient * ambientStrength + diffuse * diffuseStrength + specular * specularStrength;
FragColor.rgb = color;
}