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