more lighting

This commit is contained in:
Claire Schwarzer 2026-02-08 04:48:42 +01:00
parent 16b674efc1
commit 79fa59c3aa
5 changed files with 89 additions and 27 deletions

View file

@ -1,16 +1,56 @@
#version 330 core
out vec4 FragColor;
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoord;
uniform sampler2D ourTexture;
uniform sampler2D decal;
void main()
{
uniform vec3 lightPos;
uniform vec3 lightColor;
uniform vec3 viewPos;
vec4 calcTextures(){
vec4 tex1 = texture(ourTexture, TexCoord);
vec4 tex2 = texture(decal, TexCoord);
vec4 textures = mix(tex1, tex2, 0.2f);
FragColor = textures;
return textures;
}
vec4 calcDirectLight(norm, viewDir){
// Ambient Lighting
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * lightColor;
// Diffuse Lighting
vec3 lightDir = normalize(lightPos - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
// Specular Lighting
float specularStrength = 0.5;
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = specularStrength * spec * lightColor;
vec4 result = vec4(ambient.rgb + diffuse.rgb + specular.rgb, 1.0f);
return result;
}
void main()
{
vec3 norm = normalize(Normal);
vec3 viewDir = normalize(viewPos - FragPos);
vec4 result = calcTextures();
result += calcDirectLight(norm, viewDir);
FragColor = result;
}