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Timothee Darcet authoredTimothee Darcet authored
shader.frag.glsl 1.00 KiB
#version 330 core
in struct fragment_data
{
vec4 position;
vec4 normal;
vec4 color;
vec2 texture_uv;
} fragment;
uniform sampler2D texture_sampler;
out vec4 FragColor;
uniform vec3 camera_position;
uniform vec3 color; // object color
uniform float ambiant = 0.2;
uniform float diffuse = 0.8;
uniform float specular = 0.5;
vec3 light = vec3(camera_position.x, camera_position.y, 3.0f);
void main()
{
vec3 n = normalize(fragment.normal.xyz);
vec3 u = normalize(light-fragment.position.xyz);
vec3 r = reflect(u,n);
vec3 t = normalize(fragment.position.xyz-camera_position);
float diffuse_value = diffuse * clamp( dot(u,n), 0.0, 1.0);
float specular_value = specular * pow( clamp( dot(r,t), 0.0, 1.0), 128.0);
vec3 white = vec3(1.0);
vec4 color_texture = texture(texture_sampler, fragment.texture_uv);
vec3 c = (ambiant+diffuse_value)*color.rgb*fragment.color.rgb*color_texture.rgb + specular_value*white;
FragColor = vec4(c, color_texture.a*fragment.color.a);
}