48 lines
1.3 KiB
GLSL
48 lines
1.3 KiB
GLSL
#version 330 core
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out vec4 FragColor;
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in vec3 TexCoord;
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in vec3 Normal;
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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 = 0.1;
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float diffuseStrength = 0.8;
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float specularStrength = 0.1;
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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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float gamma = 2.2;
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void main(){
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// Load the texture
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// anti-gamma-correction of the texture. Without this it would be gamma corrected twice!
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vec3 vColor = pow(texture(textureArray, TexCoord).rgb, vec3(gamma));
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if(TexCoord.z == 4) vColor = vColor * normalize(vec3(10, 250, 10));
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vec3 normal = normalize(Normal);
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/* Start of 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 = pow(color, vec3(1.0/gamma));
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}
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