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authorPatrick Schönberger2021-02-10 11:52:27 +0100
committerPatrick Schönberger2021-02-10 11:52:27 +0100
commite03792c2d5620ca07ac50717062df846927027c0 (patch)
tree0095ae1fcaeb680c0974398e7b15fe57f96daf66 /shaders/frag.glsl
parent451e872ddbe6db8bd8d6aa54ca0bf744dc5405e5 (diff)
downloadsubsurface_scattering-e03792c2d5620ca07ac50717062df846927027c0.tar.gz
subsurface_scattering-e03792c2d5620ca07ac50717062df846927027c0.zip
render shadowmap and irradiance
Diffstat (limited to 'shaders/frag.glsl')
-rw-r--r--shaders/frag.glsl32
1 files changed, 0 insertions, 32 deletions
diff --git a/shaders/frag.glsl b/shaders/frag.glsl
deleted file mode 100644
index a70915a..0000000
--- a/shaders/frag.glsl
+++ /dev/null
@@ -1,32 +0,0 @@
-#version 330 core
-
-in vec3 FragPos;
-in vec3 Normal;
-
-out vec4 FragColor;
-
-uniform vec3 objectColor;
-uniform vec3 lightColor;
-uniform vec3 lightPos;
-uniform vec3 viewPos;
-
-void main()
-{
- vec3 norm = normalize(Normal);
- vec3 lightDir = normalize(lightPos - FragPos);
-
- float diff = max(dot(norm, lightDir), 0.0);
- vec3 diffuse = diff * lightColor;
-
- float ambientStrength = 0.1;
- vec3 ambient = ambientStrength * lightColor;
-
- 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, 1.0f);
-}