#version 330 core // Implements the Phong lighting model with respect to materials and lighting materials // Structs struct Material { vec3 diffuse; vec3 specular; float shininess; }; struct DirLight { vec3 direction; vec3 ambient; vec3 diffuse; vec3 specular; }; struct PointLight { vec3 position; // vec3 direction; vec3 ambient; vec3 diffuse; vec3 specular; float constant; float linear; float quadratic; }; // I/O in vec3 vPos; in vec3 vNormal; in vec2 vTexCoords; out vec4 FragColor; #define NR_POINT_LIGHTS 4 uniform vec3 viewPos; uniform PointLight pointLights[NR_POINT_LIGHTS]; uniform int numPointLights; uniform DirLight sunLight; uniform Material material; // Functions vec3 calculateDirectionalLight(DirLight light); vec3 calculatePointLight(PointLight light); // Main void main() { vec3 result = vec3(0.0); result += calculateDirectionalLight(sunLight); for (int i = 0; i < numPointLights; i++) { result += calculatePointLight(pointLights[i]); } FragColor = vec4(result, 1.0); } vec3 calculateDirectionalLight(DirLight light) { // Calculate diffuse vec3 norm = normalize(vNormal); vec3 lightDir = normalize(-light.direction); float diff = max(dot(norm, lightDir), 0.0); // Calculate specular vec3 viewDir = normalize(viewPos - vPos); vec3 reflectDir = reflect(-lightDir, norm); float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess); vec3 ambient = light.ambient * material.diffuse; vec3 diffuse = light.diffuse * diff * material.diffuse; vec3 specular = light.specular * spec * material.specular; return (ambient + diffuse + specular); } vec3 calculatePointLight(PointLight light) { // Calculate ambient light // Calculate diffuse light vec3 norm = normalize(vNormal); vec3 lightDir = normalize(light.position - vPos); float diff = max(dot(norm, lightDir), 0.0); // Calculate specular vec3 viewDir = normalize(viewPos - vPos); vec3 reflectDir = reflect(-lightDir, norm); float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess); // Calculate attenuation float distance = length(light.position - vPos); float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance)); vec3 ambient = light.ambient * material.diffuse; vec3 diffuse = light.diffuse * diff * material.diffuse; vec3 specular = light.specular * spec * material.specular; return (ambient + diffuse + specular) * attenuation; }