Specular lighting worked wonderfully before i add materials into my project.
now the spotlight can’t be seen anywhere.
any help helps
here is the main.cpp
glm::vec3 lightColor;
lightColor.r = sin(glfwGetTime() * 2.0f);
lightColor.g = sin(glfwGetTime() * 0.7f);
lightColor.b = sin(glfwGetTime() * 1.3f);
glm::vec3 diffuseColor = lightColor * glm::vec3(0.5f);
glm::vec3 ambientColor = diffuseColor * glm::vec3(0.2f);
glUniform3f(glGetUniformLocation(lightingShader.Program, "light.ambient"), ambientColor.r, ambientColor.g, ambientColor.b);
glUniform3f(glGetUniformLocation(lightingShader.Program, "light.diffuse"), diffuseColor.r, diffuseColor.g, diffuseColor.b);
glUniform3f(glGetUniformLocation(lightingShader.Program, "light.specular"), 1.0f, 1.0f, 1.0f);
glUniform3f(glGetUniformLocation(lightingShader.Program, "material.ambient"), 1.0f, 0.5f, 0.31f);
glUniform3f(glGetUniformLocation(lightingShader.Program, "material.diffuse"), 1.0f, 0.5f, 0.31f);
glUniform3f(glGetUniformLocation(lightingShader.Program, "material.specular"), 0.1f, 0.1f, 0.1f);
glUniform1f(glGetUniformLocation(lightingShader.Program, "material.shininees"), 32.0f);
and the lighting fragment shader
#version 330 core
struct Material
{
vec3 ambient;
vec3 diffuse;
vec3 specular;
float shininess;
};
struct Light
{
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
out vec4 color;
in vec3 FragPos;
in vec3 Normal;
uniform vec3 viewPos;
uniform Material material;
uniform Light light;
void main()
{
//ambient
vec3 ambient = light.ambient * material.ambient;
//diffuse
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(light.position - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = light.diffuse * (diff * material.diffuse);
//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.specular);
vec3 result = ambient + diffuse + specular;
color = vec4(result, 1.0f);
}