#version 330 core struct Material { sampler2D diffuse; sampler2D specular; float shininess; }; struct Light { vec3 direction; vec3 position; vec3 diffuse; vec3 specular; vec3 ambient; float constant; float linear; float quadratic; float cutOff; float outerCutOff; }; out vec4 FragColor; in vec3 FragPos; in vec3 Normal; in vec2 TexCoords; uniform vec3 viewPos; uniform Light light; uniform Material material; void main() { vec3 lightDir = normalize(light.position - FragPos); 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); 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; // splotlight float theta = dot(lightDir, normalize(-light.direction)); float epsilon = light.cutOff - light.outerCutOff; float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0); diffuse *= intensity; specular *= intensity; // determine attenuation based on light distance float distance = length(light.position - FragPos); float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance)); ambient *= attenuation; diffuse *= attenuation; specular *= attenuation; vec3 result = ambient + diffuse + specular; FragColor = vec4(result, 1.0); }