I am trying to implement the Phong reflection model using GLSL 3.3. I have followed a tutorial for it, and although I have changed my code to match up what the tutorial has, I am still unable to create the effect. I have a weird spotlight effect coming from origin to wherever the light source is instead of any Phong reflection. Here is the vertex shader:
#version 330
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 normal;
out vec3 Color;
out vec3 NormalCamSpace;
out vec3 EyeDir;
out vec3 PositionWorldSpace;
out vec3 LightDirCamSpace;
uniform mat4 MVP;
uniform mat4 M;
uniform mat4 V;
uniform vec3 lightPos;
void main() {
NormalCamSpace =(V*M *vec4(normal,0.0)).xyz;
PositionWorldSpace = (M * vec4(position,1.0)).xyz;
vec3 PositionCamSpace = (V*M*vec4(position, 1.0)).xyz;
EyeDir = -PositionCamSpace;
LightDirCamSpace = (V*vec4(lightPos, 1.0)).xyz + EyeDir;
Color = vec3(0.0, 1.0, 1.0);
gl_Position = MVP * vec4(position, 1.0 );
}
And here is the frag shader:
#version 330
in vec3 Color;
in vec3 NormalCamSpace;
in vec3 PositionWorldSpace;
in vec3 EyeDir;
in vec3 LightDirCamSpace;
uniform vec3 lightPos;
uniform float ambientIntensity;
out vec3 outColor;
void main() {
vec3 n = normalize(NormalCamSpace);
vec3 l = normalize (LightDirCamSpace);
float cosTheta = clamp(dot(n, l),0,1);
vec3 E = normalize(EyeDir);
vec3 R = reflect(-l, n);
float cosAlpha = clamp(dot(E, R),0,1);
cosAlpha = pow(cosAlpha, 5);
float attenIntensity = 1.0 + 0.01*distance(lightPos, PositionWorldSpace)*distance(lightPos, PositionWorldSpace);
outColor = Color*cosTheta /attenIntensity+
Color* vec3(0.3, 0.3, 0.3) * cosAlpha/attenIntensity+
vec3(0.8, 0.8, 0.8) * ambientIntensity;
}
lightPos is in world space.
This is the tutorial if it's relevent. Everything works except specular lighting.
