2022-05-21 19:58:09 +02:00

55 lines
1.3 KiB
GLSL

#version 430 core
layout(location = 0) out vec3 color;
in vec3 vertColorFrag;
in vec3 vertFragPos;
in vec3 vertNormal;
in vec2 vertUVLayer;
uniform mat4 view;
uniform mat4 projection;
uniform int diffuseLoaded;
uniform sampler2D diffuseTexture;
uniform sampler2D normalTexture;
uniform sampler2D glossTexture;
uniform sampler2D specularTexture;
void main()
{
// Ambient
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * vec3(1, 1, 1); // Amb color
// Diffuse
vec3 norm = normalize(vertNormal);
vec3 normMap = normalize((texture(normalTexture,vertUVLayer).rgb * -2) + 1);
float glossMap = texture(glossTexture,vertUVLayer).rgb.r;
normMap.z = 1;
normMap = normalize(normMap);
vec3 lightDir = normalize(inverse(view)[3].xyz - vertFragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * texture(diffuseTexture, vertUVLayer).rgb; // Light color
// Specular
float specularStrength = 1;
vec3 viewPos = inverse(view)[3].xyz;
vec3 viewDir = normalize(viewPos - vertFragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 2);
vec3 specular = texture(specularTexture, vertUVLayer).rgb * spec * specularStrength;
// Result
if (diffuseLoaded == 1) {
color = (ambient + diffuse + specular);
} else {
color = (ambient) * 0.6;
}
}