#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_positions[4]; uniform vec3 light_colors[4]; uniform vec3 view_pos; uniform bool gamma_correction; vec3 blinn_phong(vec3 light_dir, vec3 view_dir, vec3 normal, vec3 light_pos, vec3 light_color) { float diff = max(dot(normal, light_dir), 0.0); vec3 diffuse = diff*light_color; vec3 halfway_dir = normalize(light_dir+view_dir); float spec = pow(max(dot(normal, halfway_dir), 0.0), 16.0); vec3 specular = spec*light_color; float distance = length(light_pos-fs_in.frag_pos); float attenuation = 1.0/(gamma_correction ? distance*distance : distance); return((diffuse+specular)*attenuation); } void main(void) { 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; vec3 lighting = vec3(0.0); for (int i = 0; i < 4; i++) { vec3 light_pos = light_positions[i]; vec3 light_color = light_colors[i]; vec3 light_dir = normalize(light_pos-fs_in.frag_pos); lighting += blinn_phong(light_dir, view_dir, normal, light_pos, light_color); } texture_color *= lighting; float gamma = 2.2; if (gamma_correction) texture_color = pow(texture_color, vec3(1.0/gamma)); frag_color = vec4(texture_color, 1.0); }