123456789101112131415161718192021222324 |
- #version 450
-
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
-
- layout (location = 0) in vec3 inNormal;
- layout (location = 1) in vec3 inColor;
- layout (location = 2) in vec3 inEyePos;
- layout (location = 3) in vec3 inLightVec;
-
- layout (location = 0) out vec4 outFragColor;
-
- void main()
- {
- vec3 Eye = normalize(-inEyePos);
- vec3 Reflected = normalize(reflect(-inLightVec, inNormal));
-
- vec4 IAmbient = vec4(0.2, 0.2, 0.2, 1.0);
- vec4 IDiffuse = vec4(0.5, 0.5, 0.5, 0.5) * max(dot(inNormal, inLightVec), 0.0);
- float specular = 0.25;
- vec4 ISpecular = vec4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 0.8) * specular;
-
- outFragColor = vec4((IAmbient + IDiffuse) * vec4(inColor, 1.0) + ISpecular);
- }
|