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PCG_6/shaders/default.frag

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2026-03-28 22:36:32 +01:00
#version 460 core
in vec2 v_texcoord;
in vec3 v_normal;
in vec3 v_position;
layout (binding = 1, std140) uniform Light {
uniform vec4 light_color;
uniform vec3 light_pos;
uniform vec3 camera_pos;
};
uniform sampler2D u_texture;
out vec4 f_color;
vec4 pointLight() {
vec3 light_vector = light_pos - v_position;
float dist = length(light_vector);
float a = 1.0;
float b = 0.7;
float intensity = 1 / (a * dist * dist + b * dist + 1.0f);
// ambient lighting
float ambient = 0.2;
// diffuse lighting
float diffuse_light = 0.7;
vec3 normal = normalize(v_normal);
vec3 light_direction = normalize(light_vector);
float diffuse = diffuse_light * max(dot(normal, light_direction), 0);
// specular lighting
float specular_light = 0.7;
vec3 view_direction = normalize(camera_pos - v_position);
vec3 reflection_direction = reflect(-light_direction, normal);
vec3 halfway_vec = normalize(view_direction + light_direction);
float specular = specular_light * pow(max(dot(normal, halfway_vec), 0), 100);
return (texture(u_texture, v_texcoord) * (diffuse * intensity + ambient) + specular * intensity) * light_color;
}
void main() {
f_color = pointLight();
}