Files
Hoops_Exchange/exchange/exchangesource/MeshViewer/application/render/shaders/default.frag
2025-12-15 23:22:33 +08:00

43 lines
975 B
GLSL

#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;
}