07/shaders/shader.frag

32 lines
755 B
GLSL

#version 420 core
in vec2 texCoord;
in float diffuse; // Диффузная составляющая
in float specular; // Зеркальная составляющая
layout(std140, binding = 1) uniform Material
{
vec3 ka;
vec3 kd;
vec3 ks;
float p;
} material_f;
layout(std140, binding = 2) uniform Light
{
vec3 position;
vec3 color;
} light_f;
uniform sampler2D tex_diffuse;
uniform sampler2D tex_ambient;
uniform sampler2D tex_specular;
out vec4 color;
void main()
{
color = vec4(light_f.color*material_f.ka, 1)*texture2D(tex_ambient, texCoord) + vec4(light_f.color*material_f.kd*diffuse, 1)*texture2D(tex_diffuse, texCoord) + vec4(light_f.color*material_f.ks*specular, 1)*texture2D(tex_specular, texCoord);
}