#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 1) uniform sampler2D samplerColormap; layout (binding = 2) uniform sampler2D samplerDiscard; layout (location = 0) in vec3 inNormal; layout (location = 1) in vec3 inColor; layout (location = 2) in vec2 inUV; layout (location = 3) in vec3 inViewVec; layout (location = 4) in vec3 inLightVec; layout (location = 0) out vec4 outFragColor; // We use this constant to control the flow of the shader depending on the // lighting model selected at pipeline creation time layout (constant_id = 0) const int LIGHTING_MODEL = 0; // Parameter for the toon shading part of the shader layout (constant_id = 1) const float PARAM_TOON_DESATURATION = 0.0f; void main() { switch (LIGHTING_MODEL) { case 0: // Phong { vec3 ambient = inColor * vec3(0.25); 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) * inColor; vec3 specular = pow(max(dot(R, V), 0.0), 32.0) * vec3(0.75); outFragColor = vec4(ambient + diffuse * 1.75 + specular, 1.0); break; } case 1: // Toon { vec3 N = normalize(inNormal); vec3 L = normalize(inLightVec); float intensity = dot(N,L); vec3 color; if (intensity > 0.98) color = inColor * 1.5; else if (intensity > 0.9) color = inColor * 1.0; else if (intensity > 0.5) color = inColor * 0.6; else if (intensity > 0.25) color = inColor * 0.4; else color = inColor * 0.2; // Desaturate a bit color = vec3(mix(color, vec3(dot(vec3(0.2126,0.7152,0.0722), color)), PARAM_TOON_DESATURATION)); outFragColor.rgb = color; break; } case 2: // Textured { vec4 color = texture(samplerColormap, inUV).rrra; vec3 ambient = color.rgb * vec3(0.25) * inColor; 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) * color.rgb; float specular = pow(max(dot(R, V), 0.0), 32.0) * color.a; outFragColor = vec4(ambient + diffuse + vec3(specular), 1.0); break; } } }