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  1. #version 450
  2. layout (binding = 1) uniform sampler2D samplerColor;
  3. layout (location = 0) in vec2 inUV;
  4. layout (location = 1) in vec3 inNormal;
  5. layout (location = 2) in vec3 inViewVec;
  6. layout (location = 3) in vec3 inLightVec;
  7. layout (location = 0) out vec4 outFragColor;
  8. void main ()
  9. {
  10. vec3 color = texture(samplerColor, inUV).rgb;
  11. vec3 N = normalize(inNormal);
  12. vec3 L = normalize(inLightVec);
  13. vec3 V = normalize(inViewVec);
  14. vec3 R = reflect(-L, N);
  15. vec3 diffuse = max(dot(N, L), 0.15) * vec3(1.0);
  16. vec3 specular = pow(max(dot(R, V), 0.0), 8.0) * vec3(0.2);
  17. outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
  18. }