#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 1) uniform sampler2D samplerGradientRamp; layout (location = 0) in vec3 inNormal; layout (location = 1) in vec3 inColor; layout (location = 2) in vec3 inEyePos; layout (location = 3) in vec3 inLightVec; layout (location = 4) in vec2 inUV; layout (location = 0) out vec4 outFragColor; void main() { // No light calculations for glow color // Use max. color channel value // to detect bright glow emitters if ((inColor.r >= 0.9) || (inColor.g >= 0.9) || (inColor.b >= 0.9)) { outFragColor.rgb = texture(samplerGradientRamp, inUV).rgb; } else { vec3 Eye = normalize(-inEyePos); vec3 Reflected = normalize(reflect(-inLightVec, inNormal)); vec4 IAmbient = vec4(0.2, 0.2, 0.2, 1.0); vec4 IDiffuse = vec4(0.5, 0.5, 0.5, 0.5) * max(dot(inNormal, inLightVec), 0.0); float specular = 0.25; vec4 ISpecular = vec4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 4.0) * specular; outFragColor = vec4((IAmbient + IDiffuse) * vec4(inColor, 1.0) + ISpecular); } }