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zoom/build/assets/shaders/basic.frag
2026-04-18 21:15:28 +01:00

29 lines
799 B
GLSL

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