12345678910111213141516171819202122232425 |
- #version 450
-
- layout (binding = 1) uniform sampler2D samplerColor;
-
- layout (location = 0) in vec2 inUV;
- layout (location = 1) in float inLodBias;
- layout (location = 2) in vec3 inNormal;
- layout (location = 3) in vec3 inViewVec;
- layout (location = 4) in vec3 inLightVec;
-
- layout (location = 0) out vec4 outFragColor;
-
- void main()
- {
- vec4 color = texture(samplerColor, inUV, inLodBias);
-
- vec3 N = normalize(inNormal);
- vec3 L = normalize(inLightVec);
- vec3 V = normalize(inViewVec);
- vec3 R = reflect(-L, N);
- vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
- float specular = pow(max(dot(R, V), 0.0), 16.0) * color.a;
-
- outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
- }
|