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#version 330 core
in vec3 fragmentColor;
in vec3 fragNormal;
in vec3 fragVertex;
uniform mat4 model;
uniform mat3 normal_matrix;
struct point_light {
uint light_ID;
vec3 position;
vec3 color;
float intensity;
};
#define MAX_LIGHTS 10
uniform point_light lights[MAX_LIGHTS];
uniform int num_lights = 0;
out vec3 color;
void main()
{
// https://www.tomdalling.com/blog/modern-opengl/06-diffuse-point-lighting
vec3 normal = normalize(normal_matrix * fragNormal);
vec3 fragPosition = vec3(model * vec4(fragVertex, 1));
/////
//vec3 surfaceToLight = light_position - fragPosition;
vec3 surfaceToLight = lights[0].position - fragPosition;
/////
float brightness = dot(normal, surfaceToLight) / (length(surfaceToLight) * length(normal));
brightness = clamp(brightness, 0, 1);
color = brightness * fragmentColor;
}