#version 330 core in vec2 texCoord; in vec3 normals; in vec3 fragPos; struct Camera { vec3 pos; }; struct Material { float shininess; //Do I want a specular color here? }; struct Light { //Directional = 1, Point = 2 int type; vec3 pos; vec3 color; float strength; }; uniform sampler2D modelTexture; uniform Camera camera; uniform Material material; uniform Light light[100]; uniform int numberOfLights; out vec4 outColor; void main() { vec4 texColor = texture(modelTexture, texCoord); vec3 color = vec3(0.0); for (int i = 0; i < numberOfLights; i++) { float ambientStrength = 0.2f; vec3 ambient = ambientStrength * texColor.rgb; if (i == numberOfLights - 1 && numberOfLights == 1) { color += ambient; break; } if (light[i].type == 1) { vec3 lightDir = normalize(-light[i].pos); vec3 norm = normalize(normals); float diff = max(dot(norm, lightDir), 0.0); vec3 diffuse = light[i].color * (diff * texColor.rgb) * light[i].strength; vec3 viewDir = normalize(camera.pos - fragPos); vec3 reflectDir = reflect(-lightDir, norm); float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess * 32.0f); vec3 specular = light[i].color * spec * light[i].strength; color += (ambient + diffuse + specular); continue; } if (light[i].type == 2) { vec3 lightDir = normalize(light[i].pos - fragPos); vec3 norm = normalize(normals); float diff = max(dot(norm, lightDir), 0.0); vec3 diffuse = light[i].color * (diff * texColor.rgb) * light[i].strength; vec3 viewDir = normalize(camera.pos - fragPos); vec3 reflectDir = reflect(-lightDir, norm); float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess * 32.0f); vec3 specular = light[i].color * spec * (light[i].strength) / 8.0f; float length = length(light[i].pos - fragPos); float att = clamp(10.0 / length, 0.0, 1.0) * light[i].strength; color += ((ambient + diffuse + specular) * att); continue; } } outColor = vec4(color, texColor.a); }