Specular lighting

This commit is contained in:
bloeys
2024-04-12 01:22:05 +04:00
parent c83e263476
commit 908e5e96aa
2 changed files with 102 additions and 25 deletions

View File

@ -18,7 +18,12 @@ uniform mat4 projMat;
void main()
{
// @TODO: Calculate this on the CPU and send it as a uniform
// This produces the normal matrix that multiplies with the model normal to produce the
// world space normal. Based on 'One last thing' section from: https://learnopengl.com/Lighting/Basic-Lighting
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
vertUV0 = vertUV0In;
vertColor = vertColorIn;
fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
@ -30,7 +35,12 @@ void main()
#version 410
uniform float ambientStrength = 0;
uniform vec3 ambientLightColor = vec3(1, 1, 1);
uniform vec3 ambientColor = vec3(1, 1, 1);
uniform float specularShininess = 32;
uniform float specularStrength = 0.5;
uniform vec3 camPos;
uniform vec3 lightPos1;
uniform vec3 lightColor1;
@ -46,10 +56,21 @@ out vec4 fragColor;
void main()
{
vec3 lightDir = normalize(lightPos1 - fragPos);
float diffStrength = max(0.0, dot(normalize(vertNormal), lightDir));
vec3 lightDir = normalize(lightPos1 - fragPos);
// Diffuse
float diffuseStrength = max(0.0, dot(normalize(vertNormal), lightDir));
vec3 finalDiffuse = diffuseStrength * lightColor1;
// Specular
vec3 viewDir = normalize(camPos - fragPos);
vec3 reflectDir = reflect(-lightDir, vertNormal);
float specularAmount = pow(max(dot(viewDir, reflectDir), 0.0), specularShininess);
vec3 finalSpecular = specularAmount * specularStrength * lightColor1;
// Ambient
vec3 finalAmbient = ambientColor * ambientStrength;
vec3 finalAmbientColor = ambientLightColor * ambientStrength;
vec4 texColor = texture(diffTex, vertUV0);
fragColor = vec4(texColor.rgb * vertColor * (finalAmbientColor + diffStrength*lightColor1) , texColor.a);
fragColor = vec4(texColor.rgb * vertColor * (finalAmbient + finalDiffuse + finalSpecular) , texColor.a);
}