84 lines
2.2 KiB
GLSL

#version 330 core
// Fragment shader for basic lighting with texture mapping
out vec4 outputColor; // The final output color of the fragment
// --- INPUTS ---
// These come from the Vertex Shader
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoord;
struct MaterialProperty {
vec3 ambientColour;
vec3 diffuseColour;
vec3 specularColour;
float shininess;
};
struct LightProperty {
vec3 position;
vec3 ambientColour;
vec3 diffuseColour;
vec3 specularColour;
float constant;
float linear;
float quadratic;
};
// --- UNIFORMS ---
uniform sampler2D uTexture; // Image Texture
uniform vec3 uViewPos; // Camera Position
uniform MaterialProperty uMaterial; // Material Properties
uniform LightProperty uPointLight; // Light Properties
uniform int uUseTexture; // Flag to indicate if texture should be used
vec3 CalcPointLight(LightProperty light, vec3 normal, vec3 fragPos, vec3 viewDir) {
vec3 lightDir = normalize(light.position - fragPos);
// 1. Diffuse shading
float diff = max(dot(normal, lightDir), 0.0);
// 2. Specular shading
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), uMaterial.shininess);
// 3. Attenuation
float distance = length(light.position - fragPos);
float attenuation = 1.0 / (light.constant + light.linear * distance +
light.quadratic * (distance * distance));
// 4. Combine results
vec3 ambient = light.ambientColour * uMaterial.ambientColour;
vec3 diffuse = light.diffuseColour * diff * uMaterial.diffuseColour;
vec3 specular = light.specularColour * spec * uMaterial.specularColour;
ambient *= attenuation;
diffuse *= attenuation;
specular *= attenuation;
return (ambient + diffuse + specular);
}
void main()
{
// 1. Setup Vectors
vec3 norm = normalize(Normal);
vec3 viewDir = normalize(uViewPos - FragPos);
// 2. Calculate Lighting using the Function
vec3 result = CalcPointLight(uPointLight, norm, FragPos, viewDir);
// 3. Apply Texture Switch
if (uUseTexture == 1) {
outputColor = vec4(result, 1.0) * texture(uTexture, TexCoord);
} else {
outputColor = vec4(result, 1.0);
}
}