X-Git-Url: https://gitweb.ps.run/subsurface_scattering/blobdiff_plain/451e872ddbe6db8bd8d6aa54ca0bf744dc5405e5..e03792c2d5620ca07ac50717062df846927027c0:/shaders/frag.glsl diff --git a/shaders/frag.glsl b/shaders/frag.glsl deleted file mode 100644 index a70915a..0000000 --- a/shaders/frag.glsl +++ /dev/null @@ -1,32 +0,0 @@ -#version 330 core - -in vec3 FragPos; -in vec3 Normal; - -out vec4 FragColor; - -uniform vec3 objectColor; -uniform vec3 lightColor; -uniform vec3 lightPos; -uniform vec3 viewPos; - -void main() -{ - vec3 norm = normalize(Normal); - vec3 lightDir = normalize(lightPos - FragPos); - - float diff = max(dot(norm, lightDir), 0.0); - vec3 diffuse = diff * lightColor; - - float ambientStrength = 0.1; - vec3 ambient = ambientStrength * lightColor; - - float specularStrength = 0.5; - vec3 viewDir = normalize(viewPos - FragPos); - vec3 reflectDir = reflect(-lightDir, norm); - float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32); - vec3 specular = specularStrength * spec * lightColor; - - vec3 result = (ambient + diffuse + specular) * objectColor; - FragColor = vec4(result, 1.0f); -}