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sphere.frag 520B

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  1. #version 450
  2. layout (location = 0) in vec3 inNormal;
  3. layout (location = 1) in vec3 inViewVec;
  4. layout (location = 2) in vec3 inLightVec;
  5. layout (location = 0) out vec4 outFragColor;
  6. void main ()
  7. {
  8. vec3 color = vec3(0.5);
  9. vec3 N = normalize(inNormal);
  10. vec3 L = normalize(inLightVec);
  11. vec3 V = normalize(inViewVec);
  12. vec3 R = reflect(-L, N);
  13. vec3 diffuse = max(dot(N, L), 0.15) * vec3(1.0);
  14. vec3 specular = pow(max(dot(R, V), 0.0), 32.0) * vec3(1.0);
  15. outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
  16. }