This commit is contained in:
Daniel Ledda
2025-02-17 14:13:22 +01:00
parent a89ef8ddde
commit 95b781a4b9
14 changed files with 5609 additions and 326 deletions

View File

@@ -2,29 +2,28 @@
out vec4 frag_color;
uniform vec3 light_pos;
uniform vec3 solid_color;
uniform vec4 solid_color;
uniform vec3 camera;
in vec3 normal;
in vec3 frag_position;
void main() {
vec3 light_color = vec3(1, 1, 1);
vec4 light_color = vec4(1, 1, 1, 1);
vec3 normal_norm = normalize(normal);
vec3 light_direction_norm = normalize(light_pos - frag_position);
float ambient_strength = 0.15;
vec3 ambient = ambient_strength * light_color;
vec4 ambient = ambient_strength * light_color;
float diffuse_strength = max(dot(normal_norm, light_direction_norm), 0.0);
vec3 diffuse = diffuse_strength * light_color;
vec4 diffuse = diffuse_strength * light_color;
float specular_strength = 0.9;
vec3 view_direction_norm = normalize(camera - frag_position);
vec3 reflect_dir = reflect(-light_direction_norm, normal_norm);
float spec = pow(max(dot(view_direction_norm, reflect_dir), 0.0), 32);
vec3 specular = specular_strength * spec * light_color;
vec4 specular = specular_strength * spec * light_color;
vec3 phong = specular + (ambient + diffuse) * solid_color;
frag_color = vec4(phong, 1.0);
frag_color = specular + (ambient + diffuse) * solid_color;
}

View File

@@ -6,7 +6,6 @@ layout (location = 2) in vec3 a_normal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform vec3 light_pos;
out vec3 normal;
out vec3 frag_position;