#version 430 layout (binding=0) uniform sampler2D PositionTexture; layout (binding=1) uniform sampler2D NormalsTexture; layout (binding=2) uniform sampler2D SpecularTexture; uniform vec2 ViewportSize; uniform mat4 MVP; uniform mat4 M; uniform mat4 V; uniform mat4 P; uniform vec3 CameraPosition; uniform vec3 directionToSun; const vec3 ks = vec3(1.0, 1.0, 1.0); const vec3 kd = vec3(1.0, 1.0, 1.0); const vec3 ka = vec3(1.0, 1.0, 1.0); const float kshine = 1.0; const vec3 SunDiffuseLight = vec3(0.3, 0.3, 0.3); const vec3 SunSpecularLight = vec3(1.0, 1.0, 1.0); const vec3 SunPos = directionToSun*vec3(100); const float specularExponent = 5; in VertexData { vec3 Position; vec2 TextureCoord; } Input; out vec4 FragColor; vec4 phong(vec3 position, vec3 normal, vec3 specular) { //Diffuse Sunlight vec3 directionToLight = normalize(vec3(V * vec4(directionToSun, 0.0))); float dotProdLight = dot(directionToLight, normal); dotProdLight = max(dotProdLight, 0.0); vec3 sId = kd * SunDiffuseLight * dotProdLight; //Specular Sunlight vec3 surfaceToViewer = normalize(-position); vec3 halfWay = normalize(surfaceToViewer + directionToLight); float dotSpecular = max(dot(halfWay, normal), 0.0); float specularFactorSun = pow(dotSpecular, specularExponent); vec3 sIs = specular.r * SunSpecularLight * specularFactorSun; return vec4((sId), sIs.r); } void main() { vec2 TextureCoord = gl_FragCoord.xy / ViewportSize; vec4 PositionTexel = texture(PositionTexture, TextureCoord); vec4 NormalTexel = texture(NormalsTexture, TextureCoord); vec4 SpecularTexel = texture(SpecularTexture, TextureCoord); FragColor = phong(vec3(PositionTexel), vec3(normalize(NormalTexel)), vec3(SpecularTexel)); //FragColor = NormalTexel; }