Files
opengl-learn/lighting-maps/shaders/fscolors.glsl
2025-12-29 09:08:40 +08:00

52 lines
1.3 KiB
GLSL

#version 330 core
struct Material {
sampler2D diffuse;
sampler2D specular;
sampler2D creativesam;
float shininess;
};
// 光强控制
struct Light {
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
float matrix;
};
uniform Light light;
uniform Material material;
out vec4 FragColor;
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoords;
uniform float matrixOffset;
uniform vec3 viewPos;
void main() {
// ambient
vec3 ambient = light.ambient * texture(material.diffuse, TexCoords).rgb;
// diffuse
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(light.position - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = light.diffuse * diff * texture(material.diffuse, TexCoords).rgb;
// specular
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
vec3 specular = light.specular * spec * texture(material.specular, TexCoords).rgb;
float matrixClamp = clamp(light.matrix, 0.5, 1.0);
vec3 creativesam = vec3(matrixClamp) * texture(material.creativesam, vec2(TexCoords.x, TexCoords.y + matrixOffset)).rgb;
vec3 result = ambient + diffuse + specular + creativesam;
// vec3 result = ambient + diffuse + specular;
FragColor = vec4(result, 1.0);
}