Shader cleanup

This commit is contained in:
bloeys
2024-04-12 02:17:03 +04:00
parent 908e5e96aa
commit c058b82a92
2 changed files with 8 additions and 15 deletions

View File

@ -34,7 +34,6 @@ void main()
//shader:fragment
#version 410
uniform float ambientStrength = 0;
uniform vec3 ambientColor = vec3(1, 1, 1);
uniform float specularShininess = 32;
@ -57,20 +56,20 @@ out vec4 fragColor;
void main()
{
vec3 lightDir = normalize(lightPos1 - fragPos);
vec4 diffuseTexColor = texture(diffTex, vertUV0);
// Ambient
vec3 finalAmbient = ambientColor * diffuseTexColor.rgb;
// Diffuse
float diffuseStrength = max(0.0, dot(normalize(vertNormal), lightDir));
vec3 finalDiffuse = diffuseStrength * lightColor1;
float diffuseAmount = max(0.0, dot(normalize(vertNormal), lightDir));
vec3 finalDiffuse = diffuseAmount * lightColor1 * diffuseTexColor.rgb;
// 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;
vec3 finalSpecular = specularAmount * specularStrength * lightColor1 * diffuseTexColor.rgb;
// Ambient
vec3 finalAmbient = ambientColor * ambientStrength;
vec4 texColor = texture(diffTex, vertUV0);
fragColor = vec4(texColor.rgb * vertColor * (finalAmbient + finalDiffuse + finalSpecular) , texColor.a);
fragColor = vec4(finalAmbient + finalDiffuse + finalSpecular, 1);
}