Files
PyRenderEngine/shaders/phong.frag
Exil Productions fb3b098299 Engine Code
2025-04-07 22:07:52 +02:00

111 lines
2.7 KiB
GLSL

#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);
}