#version 330 core out vec4 FragColor; in vec3 FragPos; in vec3 Normal; in vec2 TexCoord; uniform sampler2D texture1; uniform sampler2D overlayTex; uniform sampler2D normalMap; uniform float mixAmount = 0.2; uniform bool hasOverlay = false; uniform bool hasNormalMap = false; uniform vec3 viewPos; uniform vec3 materialColor = vec3(1.0); uniform float ambientStrength = 0.2; uniform float specularStrength = 0.5; uniform float shininess = 32.0; const int MAX_LIGHTS = 10; uniform int lightCount = 0; // up to MAX_LIGHTS // type: 0 dir, 1 point, 2 spot uniform int lightTypeArr[MAX_LIGHTS]; uniform vec3 lightDirArr[MAX_LIGHTS]; uniform vec3 lightPosArr[MAX_LIGHTS]; uniform vec3 lightColorArr[MAX_LIGHTS]; uniform float lightIntensityArr[MAX_LIGHTS]; uniform float lightRangeArr[MAX_LIGHTS]; uniform float lightInnerCosArr[MAX_LIGHTS]; uniform float lightOuterCosArr[MAX_LIGHTS]; // Single directional light controlled by hierarchy (fallback if none set) uniform vec3 lightDir = normalize(vec3(0.3, 1.0, 0.5)); uniform vec3 lightColor = vec3(1.0); uniform float lightIntensity = 1.0; void main() { vec3 norm = normalize(Normal); vec3 viewDir = normalize(viewPos - FragPos); // Texture mixing (corrected) vec4 tex1 = texture(texture1, TexCoord); vec3 texColor = tex1.rgb; if (hasOverlay) { vec3 overlay = texture(overlayTex, TexCoord).rgb; texColor = mix(texColor, overlay, mixAmount); } vec3 baseColor = texColor * materialColor; // Normal map (tangent-space) if (hasNormalMap) { vec3 mapN = texture(normalMap, TexCoord).xyz * 2.0 - 1.0; vec3 dp1 = dFdx(FragPos); vec3 dp2 = dFdy(FragPos); vec2 duv1 = dFdx(TexCoord); vec2 duv2 = dFdy(TexCoord); vec3 tangent = normalize(dp1 * duv2.y - dp2 * duv1.y); vec3 bitangent = normalize(-dp1 * duv2.x + dp2 * duv1.x); mat3 TBN = mat3(tangent, bitangent, normalize(Normal)); norm = normalize(TBN * mapN); } vec3 ambient = ambientStrength * baseColor; vec3 lighting = ambient; int count = min(lightCount, MAX_LIGHTS); for (int i = 0; i < count; ++i) { int ltype = lightTypeArr[i]; vec3 ldir = (ltype == 0) ? -normalize(lightDirArr[i]) : lightPosArr[i] - FragPos; float dist = length(ldir); vec3 lDirN = normalize(ldir); float attenuation = 1.0; if (ltype != 0) { float range = lightRangeArr[i]; if (range > 0.0 && dist > range) continue; if (range > 0.0) { float falloff = clamp(1.0 - (dist / range), 0.0, 1.0); attenuation = falloff * falloff; } } float intensity = lightIntensityArr[i]; if (intensity <= 0.0) continue; float diff = max(dot(norm, lDirN), 0.0); vec3 diffuse = diff * lightColorArr[i] * intensity; vec3 halfwayDir = normalize(lDirN + viewDir); float spec = pow(max(dot(norm, halfwayDir), 0.0), shininess); vec3 specular = specularStrength * spec * lightColorArr[i] * intensity; if (ltype == 2) { float cosTheta = dot(-lDirN, normalize(lightDirArr[i])); float spotAtten = smoothstep(lightOuterCosArr[i], lightInnerCosArr[i], cosTheta); attenuation *= spotAtten; } lighting += attenuation * (diffuse + specular) * baseColor; } float alpha = tex1.a; FragColor = vec4(lighting, alpha); // Preserve alpha if needed }