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ghostland-game/fragmentshader.txt

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#version 460 core
out vec4 FragColor;
in vec3 Normal;
in vec3 FragPos;
uniform vec3 viewPos;
uniform vec3 lightColor;
uniform vec3 objectColor;
void main()
{
// ambient
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * lightColor;
vec3 vecDist = viewPos - FragPos;
vec3 normDist = normalize(vecDist);
// diffuse
vec3 norm = normalize(Normal);
vec3 lightDir = normDist;
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
// specular
float specularStrength = 0.5;
vec3 viewDir = normDist;
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 8);
vec3 specular = specularStrength * spec * lightColor;
float dist = distance(viewPos, FragPos);
float att = 1.0 / (1.0 + 0.1*dist + 0.01*dist*dist);
vec3 result = (ambient + diffuse + specular) * att * objectColor;
FragColor = vec4(result, 1.0);
}