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  1. #version 450
  2. #extension GL_ARB_separate_shader_objects : enable
  3. #extension GL_ARB_shading_language_420pack : enable
  4. layout (binding = 1) uniform sampler2DArray samplerArray;
  5. layout (location = 0) in vec3 inNormal;
  6. layout (location = 1) in vec3 inColor;
  7. layout (location = 2) in vec3 inUV;
  8. layout (location = 3) in vec3 inViewVec;
  9. layout (location = 4) in vec3 inLightVec;
  10. layout (location = 0) out vec4 outFragColor;
  11. void main()
  12. {
  13. vec4 color = texture(samplerArray, inUV) * vec4(inColor, 1.0);
  14. vec3 N = normalize(inNormal);
  15. vec3 L = normalize(inLightVec);
  16. vec3 V = normalize(inViewVec);
  17. vec3 R = reflect(-L, N);
  18. vec3 diffuse = max(dot(N, L), 0.1) * inColor;
  19. vec3 specular = (dot(N,L) > 0.0) ? pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75) * color.r : vec3(0.0);
  20. outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
  21. }