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path: root/source/shaders/light_subject.fs.glsl
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#version 330 core
struct Material {
  vec3 ambient;
  vec3 diffuse;
  vec3 specular;
  float shininess;
};

struct Light {
  vec3 ambient;
  vec3 diffuse;
  vec3 specular;

  vec3 position;
};

in vec3 fragNormal;
in vec3 worldPosition;

uniform Material  material;
uniform Light     light;
uniform vec3			cameraPosition;
uniform vec3      lightColor;
uniform sampler2D smilingTexture;
uniform sampler2D containerTexture;

out vec4 FragColor;

void main() {
		 vec3 ambientLight = light.ambient * material.ambient;

//	 @note: Diffuse calculations
     vec3 lightDir = normalize(light.position - worldPosition);
     float diffuseStrength = max(dot(lightDir, fragNormal), 0.0);
     vec3 diffuseLight = light.diffuse * (diffuseStrength * material.diffuse);

//	 @note: Specular calculations
		 vec3  viewDir		      = normalize(cameraPosition - worldPosition);
		 vec3  reflectDir				= reflect(-lightDir, fragNormal);
		 float specularity			= max(dot(viewDir, reflectDir), 0.0);
		 float shinePower				= pow(specularity, material.shininess);
		 vec3  specularLight		= light.specular * (shinePower * material.specular);

     vec3 color = ambientLight + diffuseLight + specularLight;
     FragColor = vec4(color, 1.0);
}