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-rw-r--r--advanced_lighting/1.blinn_phong/shaders/blinn_phong.frag40
1 files changed, 40 insertions, 0 deletions
diff --git a/advanced_lighting/1.blinn_phong/shaders/blinn_phong.frag b/advanced_lighting/1.blinn_phong/shaders/blinn_phong.frag
new file mode 100644
index 0000000..80f3e47
--- /dev/null
+++ b/advanced_lighting/1.blinn_phong/shaders/blinn_phong.frag
@@ -0,0 +1,40 @@
+#version 330 core
+
+in VS_OUT {
+ vec3 frag_pos;
+ vec3 normal;
+ vec2 tex_coords;
+} fs_in;
+
+out vec4 frag_color;
+
+uniform sampler2D texture0;
+uniform vec3 light_pos;
+uniform vec3 view_pos;
+uniform bool blinn;
+
+void main(void)
+{
+ vec3 light_dir = normalize(light_pos-fs_in.frag_pos);
+ vec3 view_dir = normalize(view_pos-fs_in.frag_pos);
+ vec3 normal = normalize(fs_in.normal);
+
+ vec3 texture_color = texture(texture0, fs_in.tex_coords).rgb;
+
+ float diff = max(dot(normal, light_dir), 0.0);
+
+ float spec = 0.0;
+ if (blinn) {
+ vec3 halfway_dir = normalize(light_dir+view_dir);
+ spec = pow(max(dot(normal, halfway_dir), 0.0), 16.0);
+ } else {
+ vec3 reflect_dir = reflect(-light_dir, normal);
+ spec = pow(max(dot(view_dir, reflect_dir), 0.0), 8.0);
+ }
+
+ vec3 ambient = 0.05*texture_color;
+ vec3 diffuse = diff*texture_color;
+ vec3 specular = vec3(0.3)*spec;
+
+ frag_color = vec4(ambient+diffuse+specular, 1.0);
+}