This commit is contained in:
2026-03-07 09:49:00 +10:00
parent 57433d688a
commit 4839dd8eb2
9 changed files with 9879 additions and 0 deletions

33
Shaders/OG_F.glsl Normal file
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#version 330 core
out vec4 FragColor;
in vec3 Normal;
in vec3 FragPos;
uniform vec3 lightPos;
uniform vec3 viewPos;
uniform vec3 lightColor;
uniform vec3 objectColor;
void main()
{
// ambient
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * lightColor;
// diffuse
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
// specular
float specularStrength = 0.5;
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = specularStrength * spec * lightColor;
vec3 result = (ambient + diffuse + specular) * objectColor;
FragColor = vec4(result, 1.0);
}

17
Shaders/OG_V.glsl Normal file
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#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 texCoords;
layout(location = 2) in vec3 aNormals;
out vec3 FragPos;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec2 TexC;
out vec3 Normal;
void main()
{
FragPos = vec3(model * vec4(aPos,1.0));
Normal = mat3(transpose(inverse(model))) * aNormals;
TexC = vec2(texCoords.x,texCoords.y);
gl_Position = projection * view * vec4(FragPos,1.0);
}