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