#version 460 core out vec4 FragColor; struct Material { //sampler2D diffuse; //sampler2D specular; float shininess; vec3 color; }; struct Light { vec3 position; vec3 direction; float largecutoff; float smallcutoff; vec3 ambient; vec3 diffuse; vec3 specular; }; in vec3 FragPos; in vec3 Normal; uniform vec3 viewPos; uniform Material material; uniform Light light; void main() { vec3 lightDir = normalize(light.position - FragPos); // check if lighting is inside the spotlight cone float theta = dot(lightDir, normalize(-light.direction)); float co = clamp((theta - light.largecutoff) / (light.smallcutoff - light.largecutoff), 0.0, 1.0); // diffuse vec3 norm = normalize(Normal); float diff = max(dot(norm, lightDir), 0.0); vec3 diffuse = light.diffuse * diff * material.color * co; // 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 * material.color * co; // attenuation float distance = length(light.position - FragPos); float atten = 1.0 / (1.0 + 0.1 * distance + 0.01 * (distance * distance)); diffuse *= atten; specular *= atten; vec3 result = light.ambient + diffuse + specular; FragColor = vec4(result, 1.0); }