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  1. #version 450
  2. layout (location = 0) in vec3 inNormal;
  3. layout (location = 1) in vec3 inColor;
  4. layout (location = 2) in vec3 inViewVec;
  5. layout (location = 3) in vec3 inLightVec;
  6. layout (location = 0) out vec4 outColor;
  7. void main()
  8. {
  9. vec3 N = normalize(inNormal);
  10. vec3 L = normalize(inLightVec);
  11. vec3 V = normalize(inViewVec);
  12. vec3 R = reflect(-L, N);
  13. vec3 ambient = vec3(0.1);
  14. vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
  15. vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75);
  16. outColor = vec4((ambient + diffuse) * inColor.rgb + specular, 1.0);
  17. }