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@ -3,7 +3,7 @@ |
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// Input vertex attributes (from vertex shader) |
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in vec3 fragPosition; |
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in vec2 fragTexCoord; |
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//in vec4 fragColor; |
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in vec4 fragColor; |
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in vec3 fragNormal; |
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// Input uniform values |
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@ -41,6 +41,8 @@ void main() |
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vec3 viewD = normalize(viewPos - fragPosition); |
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vec3 specular = vec3(0.0); |
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vec4 tint = colDiffuse * fragColor; |
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// NOTE: Implement here your fragment shader code |
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for (int i = 0; i < MAX_LIGHTS; i++) |
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@ -68,8 +70,8 @@ void main() |
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} |
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} |
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finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0))); |
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finalColor += texelColor*(ambient/10.0)*colDiffuse; |
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finalColor = (texelColor*((tint + vec4(specular, 1.0))*vec4(lightDot, 1.0))); |
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finalColor += texelColor*(ambient/10.0)*tint; |
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// Gamma correction |
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finalColor = pow(finalColor, vec4(1.0/2.2)); |
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