#version 400 core
out vec4 FragColor;
struct Material {
sampler2D diffuse;
sampler2D specular;
sampler2D emission;
float shininess;
};
struct Light {
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoords;
uniform vec3 viewPos;
uniform Material material;
uniform Light light;
uniform float time;
void main() {
// ambient
vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
// diffuse
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(light.position - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = light.diffuse * diff * texture(material.diffuse, TexCoords).rgb;
// specular
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 * texture(material.specular, TexCoords).rgb;
/*Emission */
vec3 emission = vec3(0.0);
/*rough check for blackbox inside spec texture */
if (texture(material.specular, TexCoords).r == 0.0) {
/*apply emission texture */
emission = texture(material.emission, TexCoords).rgb;
/*some extra fun stuff with "time uniform" */
/*moving */
emission = texture(material.emission, TexCoords + vec2(0.0,time)).rgb;
/*fading */
emission = emission * (sin(time) * 0.5 + 0.5) * 2.0;
}
vec3 result = ambient + diffuse + specular + emission;
FragColor = vec4(result, 1.0);
}