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nmage/res/shaders/simple.glsl
2024-04-12 01:22:05 +04:00

77 lines
2.0 KiB
GLSL
Executable File

//shader:vertex
#version 410
layout(location=0) in vec3 vertPosIn;
layout(location=1) in vec3 vertNormalIn;
layout(location=2) in vec2 vertUV0In;
layout(location=3) in vec3 vertColorIn;
out vec3 vertNormal;
out vec2 vertUV0;
out vec3 vertColor;
out vec3 fragPos;
//MVP = Model View Projection
uniform mat4 modelMat;
uniform mat4 viewMat;
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));
gl_Position = projMat * viewMat * modelMat * vec4(vertPosIn, 1.0);
}
//shader:fragment
#version 410
uniform float ambientStrength = 0;
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;
uniform sampler2D diffTex;
in vec3 vertColor;
in vec3 vertNormal;
in vec2 vertUV0;
in vec3 fragPos;
out vec4 fragColor;
void main()
{
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;
vec4 texColor = texture(diffTex, vertUV0);
fragColor = vec4(texColor.rgb * vertColor * (finalAmbient + finalDiffuse + finalSpecular) , texColor.a);
}