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- #version 450
-
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
-
- layout (binding = 2) uniform sampler2D colorMap;
-
- layout (location = 0) in vec3 inNormal;
- layout (location = 1) in vec2 inUV;
- layout (location = 2) in vec3 inEyePos;
- layout (location = 3) in vec3 inLightVec;
-
- layout (location = 0) out vec4 outFragColor;
-
- void main()
- {
- vec3 N = normalize(inNormal);
- vec3 L = normalize(vec3(1.0));
-
- outFragColor.rgb = texture(colorMap, inUV).rgb;
-
- vec3 Eye = normalize(-inEyePos);
- vec3 Reflected = normalize(reflect(-inLightVec, inNormal));
-
- vec4 IAmbient = vec4(0.0, 0.0, 0.0, 1.0);
- vec4 IDiffuse = vec4(1.0) * max(dot(inNormal, inLightVec), 0.0);
-
- outFragColor = vec4((IAmbient + IDiffuse) * vec4(texture(colorMap, inUV).rgb, 1.0));
- }
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