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diff_spec_norm.frag
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diff_spec_norm.frag
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#version 330
#define LIGHT_COUNT 2
out vec4 FragColor;
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;
};
in VS_OUT {
vec3 FragPos;
vec2 TexCoords;
PointLight TangentPointLight[LIGHT_COUNT];
DirLight TangentDirLight;
vec3 TangentViewPos;
vec3 TangentFragPos;
} fs_in;
uniform sampler2D texture_diffuse1;
uniform sampler2D texture_normal1;
uniform sampler2D texture_specular1;
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir);
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
void main()
{
vec3 norm = texture(texture_normal1, fs_in.TexCoords).rgb;
norm = normalize(norm * 2.0 - 1.0);
vec3 viewDir = normalize(fs_in.TangentViewPos - fs_in.TangentFragPos);
vec3 result = CalcDirLight(fs_in.TangentDirLight, norm, viewDir);
for(int i = 0; i < LIGHT_COUNT; i++)
result += CalcPointLight(fs_in.TangentPointLight[i], norm, fs_in.TangentFragPos, viewDir);
FragColor = vec4(result, 1.0);
}
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
{
vec3 color = texture(texture_diffuse1, fs_in.TexCoords).rgb;
vec3 lightDir = normalize(-light.direction);
float diff = max(dot(normal, lightDir), 0.0);
vec3 halfwayDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(normal, halfwayDir), 0.0), 16.0);
vec3 ambient = light.ambient * color;
vec3 diffuse = light.diffuse * diff * color;;
vec3 specular = light.specular * spec * vec3(texture(texture_specular1, fs_in.TexCoords));
return (ambient + diffuse + specular);
}
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
{
vec3 lightDir = normalize(light.position - fragPos);
// diffuse shading
vec3 color = texture(texture_diffuse1, fs_in.TexCoords).rgb;
float diff = max(dot(normal, lightDir), 0.0);
// specular shading
vec3 halfwayDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(normal, halfwayDir), 0.0), 16.0);
// attenuation
float dist = length(light.position - fragPos);
float attenuation = 1.0 / (light.constant + light.linear * dist +
light.quadratic * (dist * dist));
vec3 ambient = light.ambient * color;
vec3 diffuse = light.diffuse * diff * color;;
vec3 specular = light.specular * spec * vec3(texture(texture_specular1, fs_in.TexCoords));
ambient *= attenuation;
diffuse *= attenuation;
specular *= attenuation;
return (ambient + diffuse + specular);
}