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pointLight.frag
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pointLight.frag
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#version 330 core
struct Material{
sampler2D specular;
sampler2D diffuse;
float shininess;
};
struct Light{
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
float constant;
float linear;
float quadratic;
};
out vec4 FragColor;
in vec3 Normal;
in vec3 FragPos;
in vec2 TexCoords;
uniform Material material;
uniform Light light;
uniform vec3 viewPos;
void main()
{
vec3 direction = normalize(light.position-FragPos);
// ambient
vec3 ambient = light.ambient * vec3(texture(material.diffuse,TexCoords));
// diffuse
vec3 norm = normalize(Normal);
float diff = max(dot(norm,direction),0);
vec3 diffuse = (diff*vec3(texture(material.diffuse,TexCoords)))*light.diffuse;
// specular
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-direction, norm);
float spec = pow(max(dot(viewDir,reflectDir),0),material.shininess);
vec3 specular = vec3(texture(material.specular,TexCoords)) * spec * light.specular;
// attenuation
float distance = length(light.position-FragPos);
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic*(distance*distance));
FragColor = vec4((light.ambient*ambient+light.diffuse*diffuse+light.specular*specular)*attenuation, 1.0);
}