29 lines
799 B
GLSL
29 lines
799 B
GLSL
#version 410 core
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in vec3 FragPos;
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in vec3 Normal;
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in vec3 Color;
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out vec4 FragColor;
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uniform vec3 uSunDir;
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uniform vec3 uSunColor;
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uniform vec3 uSkyColor;
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uniform vec3 uGroundColor;
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uniform vec3 uViewPos;
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uniform float uSpecularStrength;
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uniform float uShininess;
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void main() {
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vec3 N = normalize(Normal);
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float up = 0.5 + 0.5 * N.y;
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vec3 ambient = mix(uGroundColor, uSkyColor, up);
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float NdotL = max(dot(N, uSunDir), 0.0);
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vec3 diffuse = NdotL * uSunColor;
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vec3 V = normalize(uViewPos - FragPos);
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vec3 H = normalize(uSunDir + V);
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float spec = pow(max(dot(N, H), 0.0), uShininess) * (NdotL > 0.0 ? 1.0 : 0.0);
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vec3 specular = uSpecularStrength * spec * uSunColor;
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vec3 result = (ambient + diffuse) * Color + specular;
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FragColor = vec4(result, 1.0);
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}
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