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shader.frag
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#version 330 core
// Variable de sortie (sera utilisé comme couleur)
out vec4 color;
in vec3 coordonnee_3d;
in vec3 coordonnee_3d_locale;
in vec3 vnormale;
in vec4 vcolor;
in vec2 vtex;
uniform sampler2D texture;
vec3 light=vec3(0.5,0.5,5.0);
void main (void)
{
//vecteurs pour le calcul d'illumination
vec3 n = normalize(vnormale);
vec3 d = normalize(light-coordonnee_3d_locale);
vec3 r = reflect(d,n);
vec3 o = normalize(-coordonnee_3d_locale);
//calcul d'illumination
float diffuse = 0.7*clamp(dot(n,d),0.0,1.0);
float specular = 0.2*pow(clamp(dot(r,o),0.0,1.0),128.0);
float ambiant = 0.2;
vec4 white = vec4(1.0,1.0,1.0,0.0);
//recuperation de la texture
vec4 color_texture = texture2D(texture, vtex);
vec4 color_final = vcolor*color_texture;
//couleur finale
color = (ambiant+diffuse)*color_final+specular*white;
}