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-rw-r--r--shaders/color.fsh44
-rw-r--r--shaders/color.vsh17
-rw-r--r--shaders/fragment.fsh9
-rw-r--r--shaders/lightsource.fsh7
-rw-r--r--shaders/lightsource.vsh (renamed from shaders/vertex.vsh)3
5 files changed, 68 insertions, 12 deletions
diff --git a/shaders/color.fsh b/shaders/color.fsh
new file mode 100644
index 0000000..4989d73
--- /dev/null
+++ b/shaders/color.fsh
@@ -0,0 +1,44 @@
+# version 330 core
+
+struct Material {
+ vec3 ambient;
+ vec3 diffuse;
+ vec3 specular;
+ float shininess;
+};
+
+struct Light {
+ vec3 position;
+ vec3 ambient;
+ vec3 diffuse;
+ vec3 specular;
+};
+
+in vec3 Normal;
+in vec3 FragPos;
+
+out vec4 FragColor;
+
+uniform vec3 viewPos;
+uniform Material material;
+uniform Light light;
+
+void main()
+{
+ // ambient
+ vec3 ambient = material.ambient * light.ambient;
+
+ // diffuse
+ vec3 norm = normalize(Normal);
+ vec3 lightDir = normalize(light.position - FragPos);
+ float diff = max(dot(norm, lightDir), 0.0);
+ vec3 diffuse = light.diffuse * diff * material.diffuse;
+
+ // 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 * material.specular;
+
+ FragColor = vec4((specular + ambient + diffuse), 1.0f);
+}
diff --git a/shaders/color.vsh b/shaders/color.vsh
new file mode 100644
index 0000000..ff878be
--- /dev/null
+++ b/shaders/color.vsh
@@ -0,0 +1,17 @@
+# version 330 core
+
+layout (location = 0) in vec3 aPos;
+layout (location = 1) in vec3 aNormal;
+
+uniform mat4 model, view, proj;
+uniform mat4 rotNormals;
+
+out vec3 FragPos;
+out vec3 Normal;
+
+void main()
+{
+ gl_Position = proj * view * model * vec4(aPos, 1.0f);
+ FragPos = vec3(model * vec4(aPos, 1.0));
+ Normal = vec3(rotNormals * vec4(aNormal, 1.0));
+}
diff --git a/shaders/fragment.fsh b/shaders/fragment.fsh
deleted file mode 100644
index 2d87daa..0000000
--- a/shaders/fragment.fsh
+++ /dev/null
@@ -1,9 +0,0 @@
-# version 330 core
-
-in vec3 vertexColor;
-out vec4 FragColor;
-
-void main()
-{
- FragColor = vec4(vertexColor, 0.0f);
-}
diff --git a/shaders/lightsource.fsh b/shaders/lightsource.fsh
new file mode 100644
index 0000000..1bd96c6
--- /dev/null
+++ b/shaders/lightsource.fsh
@@ -0,0 +1,7 @@
+#version 330 core
+out vec4 FragColor;
+
+void main()
+{
+ FragColor = vec4(1.0);
+}
diff --git a/shaders/vertex.vsh b/shaders/lightsource.vsh
index 987dc3b..3525c32 100644
--- a/shaders/vertex.vsh
+++ b/shaders/lightsource.vsh
@@ -1,13 +1,10 @@
# version 330 core
layout (location = 0) in vec3 aPos;
-layout (location = 1) in vec3 aColor;
uniform mat4 model, view, proj;
-out vec3 vertexColor;
void main()
{
gl_Position = proj * view * model * vec4(aPos, 1.0f);
- vertexColor = aColor;
}
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