kinda phong frag shader

This commit is contained in:
2026-01-27 10:01:54 +01:00
parent 11215105d3
commit 0d25e9b7f9
2 changed files with 26 additions and 2 deletions
+25 -1
View File
@@ -16,7 +16,31 @@ float dither(vec2 uv) {
return (rand(uv) * 2.0 - 1.0) / 256.0;
}
const vec3 objectColor = vec3(1.0, 1.0, 1.0);
const vec3 lightColor = vec3(1.0, 1.0, 1.0);
const float ambientStrength = 0.1;
const float specularStrength = 0.5;
const float shininess = 32.0;
void main()
{
color = vec4(0.5 * normal + 0.5, 1.0);
vec3 norm = normalize(normal);
vec3 viewDir = normalize(cameraPosition - worldPositions);
vec3 ambient = ambientStrength * lightColor * objectColor;
vec3 result = ambient;
for (int i = 0; i < 3; i++) {
vec3 lightDir = normalize(lightPositions[i] - worldPositions);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
vec3 halfwayDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(norm, halfwayDir), 0.0), shininess);
vec3 specular = specularStrength * spec * lightColor;
result += (diffuse + specular) * objectColor;
}
color = vec4(result, 1.0);
}
+1 -1
View File
@@ -407,7 +407,7 @@ void updateNodeTransformations(SceneNode* node, glm::mat4 transformationThusFar)
void renderNode(SceneNode* node) {
glUniformMatrix4fv(3, 1, GL_FALSE, glm::value_ptr(node->currentTransformationMatrix));
glUniformMatrix4fv(4, 1, GL_FALSE, glm::value_ptr(node->modelMatrix));
glUniformMatrix4fv(5, 1, GL_FALSE, glm::value_ptr(node->normalMatrix));
glUniformMatrix3fv(5, 1, GL_FALSE, glm::value_ptr(node->normalMatrix));
GLint lightPosLoc = shader->getUniformFromName("lightPositions");
glUniform3fv(lightPosLoc, 3, glm::value_ptr(lightCoords[0]));