Now have a material and highlight map.

This commit is contained in:
Zed A. Shaw 2026-08-21 15:37:02 -04:00
parent 19a91bab18
commit fb2c871419
8 changed files with 159 additions and 110 deletions

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#version 330 core
struct Material {
sampler2D diffuse;
sampler2D specular;
float shininess;
};
struct Light {
vec3 position;
vec3 diffuse;
vec3 specular;
vec3 ambient;
};
out vec4 FragColor;
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoords;
uniform vec3 viewPos;
uniform Light light;
uniform Material material;
void main()
{
vec3 mat_tex = vec3(texture(material.diffuse, TexCoords));
vec3 spec_tex = vec3(texture(material.specular, TexCoords));
vec3 ambient = light.ambient * mat_tex;
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(light.position - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = light.diffuse * diff * mat_tex;
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
vec3 specular = light.specular * spec * spec_tex;
vec3 result = ambient + diffuse + specular;
FragColor = vec4(result, 1.0);
}

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#version 330 core
out vec4 FragColor;
struct Light {
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform Light light;
void main()
{
FragColor = vec4(light.diffuse, 1.0); // set all 4 vector values to 1.0
}

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#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoords;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0f);
FragPos = vec3(model * vec4(aPos, 1.0));
Normal = mat3(transpose(inverse(model))) * aNormal;
TexCoords = aTexCoords;
}