#version 330 core out vec4 FragColor; struct Material { sampler2D texture_diffuse1; sampler2D texture_specular1; float shininess; }; struct DirLight { vec3 direction; vec3 ambient; vec3 diffuse; vec3 specular; }; struct PointLight { vec3 position; float constant; float linear; float quadratic; vec3 ambient; vec3 diffuse; vec3 specular; }; #define MAX_POINT_LIGHTS 4 in vec3 FragPos; in vec3 Normal; in vec2 TexCoords; uniform vec3 viewPos; uniform Material material; uniform DirLight dirLight; uniform PointLight pointLights[MAX_POINT_LIGHTS]; uniform int numPointLights; // Function prototypes vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir); vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir); void main() { // Properties vec3 norm = normalize(Normal); vec3 viewDir = normalize(viewPos - FragPos); // Phase 1: Directional lighting vec3 result = CalcDirLight(dirLight, norm, viewDir); // Phase 2: Point lights for(int i = 0; i < 1; i++) result += CalcPointLight(pointLights[i], norm, FragPos, viewDir); // If no texture is bound, use a default color vec4 texColor = vec4(0.8, 0.8, 0.8, 1.0); FragColor = vec4(result, 1.0) * texColor; } // Calculates the color when using a directional light vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir) { vec3 lightDir = normalize(-light.direction); // Diffuse shading float diff = max(dot(normal, lightDir), 0.0); // Specular shading vec3 reflectDir = reflect(-lightDir, normal); float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32.0); // Combine results vec3 ambient = light.ambient; vec3 diffuse = light.diffuse * diff; vec3 specular = light.specular * spec; return (ambient + diffuse + specular); } // Calculates the color when using a point light vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir) { vec3 lightDir = normalize(light.position - fragPos); // Diffuse shading float diff = max(dot(normal, lightDir), 0.0); // Specular shading vec3 reflectDir = reflect(-lightDir, normal); float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32.0); // Attenuation float distance = length(light.position - fragPos); float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance)); // Combine results vec3 ambient = light.ambient; vec3 diffuse = light.diffuse * diff; vec3 specular = light.specular * spec; ambient *= attenuation; diffuse *= attenuation; specular *= attenuation; return (ambient + diffuse + specular); }