Commit ea9a7174 authored by Adam S's avatar Adam S
Browse files

upload

parent cb86d657
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#pragma code_page(65001)
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#version 450 core
out vec4 FragColor;
in vec2 TexCoord;
in vec3 normal_ws;
in vec3 frag_pos_ws;
uniform sampler2D ourTexture;
uniform vec3 light_color;
uniform vec3 light_position;
uniform vec3 view_position;
void main()
{
//ambient
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * light_color;
//diffuse
vec3 norm = normalize(normal_ws);
vec3 light_dir = normalize(light_position - frag_pos_ws);
float diff = max(dot(norm, light_dir), 0.0);
vec3 diffuse = diff * light_color;
// specular
float specularStrength = 0.5;
vec3 view_dir = normalize(view_position - frag_pos_ws);
vec3 reflect_dir = reflect(-light_dir, norm);
float spec = pow(max(dot(view_dir, reflect_dir), 0.0), 256);
vec3 specular = specularStrength * spec * light_color;
vec3 color = vec3(texture(ourTexture, TexCoord));
vec3 result = (ambient + diffuse + specular) * color;
FragColor = vec4(result, 1.0);
//FragColor = texture(ourTexture, TexCoord);
}
\ No newline at end of file
#version 450 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoord;
out vec2 TexCoord;
out vec3 normal_ws;
out vec3 frag_pos_ws;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
TexCoord = aTexCoord;
frag_pos_ws = vec3(model * vec4(aPos, 1.0));
normal_ws = aNormal;
}
\ No newline at end of file
#version 450 core
out vec4 FragColor;
in vec3 normal_ws;
in vec3 frag_pos_ws;
uniform vec3 color;
uniform vec3 light_color;
uniform vec3 light_position;
uniform vec3 view_position;
void main()
{
//ambient
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * light_color;
//diffuse
vec3 norm = normalize(normal_ws);
vec3 light_dir = normalize(light_position - frag_pos_ws);
float diff = max(dot(norm, light_dir), 0.0);
vec3 diffuse = diff * light_color;
// specular
float specularStrength = 1.5;
vec3 view_dir = normalize(view_position - frag_pos_ws);
vec3 reflect_dir = reflect(-light_dir, norm);
float spec = pow(max(dot(view_dir, reflect_dir), 0.0), 32);
vec3 specular = specularStrength * spec * light_color;
vec3 result = (ambient + diffuse + specular) * color;
FragColor = vec4(result, 1.0);
}
\ No newline at end of file
#version 450 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
out vec3 normal_ws;
out vec3 frag_pos_ws;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
frag_pos_ws = vec3(model * vec4(aPos, 1.0));
normal_ws = aNormal;
}
\ No newline at end of file
#version 450 core
out vec4 FragColor;
in vec2 TexCoord;
in vec3 normal_ws;
in vec3 frag_pos_ws;
uniform sampler2D ourTexture;
uniform vec3 light_color;
uniform vec3 light_position;
uniform vec3 view_position;
void main()
{
//ambient
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * light_color;
//diffuse
vec3 norm = normalize(normal_ws);
vec3 light_dir = normalize(light_position - frag_pos_ws);
float diff = max(dot(norm, light_dir), 0.0);
vec3 diffuse = diff * light_color;
// specular
float specularStrength = 0.5;
vec3 view_dir = normalize(view_position - frag_pos_ws);
vec3 reflect_dir = reflect(-light_dir, norm);
float spec = pow(max(dot(view_dir, reflect_dir), 0.0), 256);
vec3 specular = specularStrength * spec * light_color;
vec3 color = vec3(texture(ourTexture, TexCoord));
vec3 result = (ambient + diffuse + specular) * color;
FragColor = vec4(result, 1.0);
}
\ No newline at end of file
#version 450 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoord;
out vec2 TexCoord;
out vec3 normal_ws;
out vec3 frag_pos_ws;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
TexCoord = aTexCoord;
frag_pos_ws = vec3(model * vec4(aPos, 1.0));
normal_ws = aNormal;
}
\ No newline at end of file
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