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-rw-r--r--advanced_lighting/blinn_phong/shaders/blinn_phong.fs62
1 files changed, 62 insertions, 0 deletions
diff --git a/advanced_lighting/blinn_phong/shaders/blinn_phong.fs b/advanced_lighting/blinn_phong/shaders/blinn_phong.fs
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+++ b/advanced_lighting/blinn_phong/shaders/blinn_phong.fs
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+#version 330 core
+
+in vec2 tex_coords;
+in vec3 normal;
+in vec3 frag_pos;
+
+out vec4 frag_color;
+
+uniform sampler2D texture_diffuse;
+uniform sampler2D texture_specular;
+
+uniform vec3 light_pos;
+uniform vec3 view_pos;
+
+uniform float ambient_strength;
+uniform float specular_strength;
+uniform float shininess;
+
+vec4
+spotlight(vec3 light_dir, vec3 view_dir)
+{
+ vec3 tex_color_diff = texture(texture_diffuse, tex_coords);
+ float ambient_strength = 0.1f;
+ vec4 ambient = tex_color_diff*ambient_strength;
+ vec4 diffuse = tex_color_diff*dot(-light_dir, )
+ return(color);
+}
+
+vec4
+blinn_phong()
+{
+ // Sample the diffuse color from the texture
+ vec3 diffuse_color = texture(texture_diffuse, tex_coords).rgb;
+
+ // Sample the specular color from the texture (if available)
+ vec3 specular_color = texture(texture_specular, tex_coords).rgb;
+
+ // Ambient lighting
+ vec3 ambient = ambient_strength*diffuse_color;
+
+ // Diffuse lighting
+ vec3 norm = normalize(normal);
+ vec3 light_dir = normalize(light_pos-frag_pos);
+ float diff = max(dot(norm, light_dir), 0.0);
+ vec3 diffuse = diff * diffuse_color;
+
+ // Specular lighting
+ vec3 view_dir = normalize(view_pos-frag_pos);
+ vec3 halfway_dir = normalize(light_dir+view_dir); // Halfway vector
+ float spec = pow(max(dot(norm, halfway_dir), 0.0), shininess);
+ vec3 specular = specular_strength*spec*specular_color;
+
+ // Combine all components
+ vec3 result = (ambient+diffuse+specular);
+ return((result, 1.0));
+}
+
+void
+main(void)
+{
+ frag_color = blinn_phong();
+}