This commit is contained in:
ninja
2025-12-15 23:22:33 +08:00
parent 019570564b
commit 8782765fbc
809 changed files with 118753 additions and 18289 deletions

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#version 420 core
out vec4 FragColor;
in vec3 Normal;
in vec3 FragPos;
in vec3 viewPos;
uniform vec3 lightPos;
uniform vec4 lightColor;
uniform vec4 meshColor;
struct Material {
vec4 ambient;
vec4 diffuse;
vec4 specular;
vec4 emissive;
float shininess;
};
uniform Material material;
void main()
{
vec3 normal = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
vec3 viewDir = normalize(viewPos - FragPos);
vec3 halfwayDir = normalize(lightDir + viewDir);
// diffuse
float diff = max(dot(normal, lightDir), 0.0);
// specular
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
vec4 ambient = lightColor * material.ambient;
vec4 diffuse = lightColor * (diff * material.diffuse);
vec4 specular = lightColor * (spec *material.specular);
FragColor = ambient + diffuse + specular + material.emissive;
}

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#version 420 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
out vec3 FragPos;
out vec3 Normal;
out vec3 viewPos;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform mat4 model_normal;
uniform vec3 view_position;
void main()
{
FragPos = vec3(model * vec4(aPos, 1.0f));
Normal = vec3(model_normal * vec4(aNormal, 1.0f));
viewPos = view_position;
gl_Position = projection * view * vec4(FragPos, 1.0f);
}