Files
Modularity/Resources/Shaders/frag.glsl
sonakrie ec1610443c
Some checks failed
Build C++ Project with Fedora Container and Create Release / build (push) Has been cancelled
Add everything.
2025-11-30 23:02:25 +01:00

46 lines
1.2 KiB
GLSL

#version 330 core
out vec4 FragColor;
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoord;
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform float mixAmount = 0.2;
uniform vec3 lightPos;
uniform vec3 viewPos;
uniform vec3 lightColor = vec3(1.0);
uniform float ambientStrength = 0.2;
uniform float specularStrength = 0.5;
uniform float shininess = 32.0;
void main()
{
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
vec3 viewDir = normalize(viewPos - FragPos);
// Ambient
vec3 ambient = ambientStrength * lightColor;
// Diffuse
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
// Specular (Blinn-Phong)
vec3 halfwayDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(norm, halfwayDir), 0.0), shininess);
vec3 specular = specularStrength * spec * lightColor;
// Texture mixing (corrected)
vec4 tex1 = texture(texture1, TexCoord);
vec4 tex2 = texture(texture2, TexCoord);
vec4 mixedTex = mix(tex1, tex2, mixAmount);
vec3 texColor = mixedTex.rgb;
vec3 result = (ambient + diffuse + specular) * texColor;
FragColor = vec4(result, mixedTex.a); // Preserve alpha if needed
}