#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 1) uniform sampler2D samplerColorMap; 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; void main() { // Desaturate color vec3 color = vec3(mix(inColor, vec3(dot(vec3(0.2126,0.7152,0.0722), inColor)), 0.65)); // High ambient colors because mesh materials are pretty dark vec3 ambient = color * vec3(1.0); 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; vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75); outFragColor = vec4(ambient + diffuse * 1.75 + specular, 1.0); float intensity = dot(N,L); float shade = 1.0; shade = intensity < 0.5 ? 0.75 : shade; shade = intensity < 0.35 ? 0.6 : shade; shade = intensity < 0.25 ? 0.5 : shade; shade = intensity < 0.1 ? 0.25 : shade; outFragColor.rgb = inColor * 3.0 * shade; }