diff --git a/res/shaders/simple.frag b/res/shaders/simple.frag index 421d5c3..3be140a 100644 --- a/res/shaders/simple.frag +++ b/res/shaders/simple.frag @@ -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); } diff --git a/src/gamelogic.cpp b/src/gamelogic.cpp index f6f0b98..9f14dac 100644 --- a/src/gamelogic.cpp +++ b/src/gamelogic.cpp @@ -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]));