123456789101112131415161718192021222324252627282930 |
- #version 450
-
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
-
- layout (binding = 1) uniform sampler2DArray samplerArray;
-
- layout (location = 0) in vec3 inNormal;
- layout (location = 1) in vec3 inColor;
- layout (location = 2) in vec3 inUV;
- layout (location = 3) in vec3 inViewVec;
- layout (location = 4) in vec3 inLightVec;
-
- layout (location = 0) out vec4 outFragColor;
-
- void main()
- {
- vec4 color = texture(samplerArray, inUV);
-
- if (color.a < 0.5)
- {
- discard;
- }
-
- vec3 N = normalize(inNormal);
- vec3 L = normalize(inLightVec);
- vec3 ambient = vec3(0.65);
- vec3 diffuse = max(dot(N, L), 0.0) * inColor;
- outFragColor = vec4((ambient + diffuse) * color.rgb, 1.0);
- }
|