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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 (location = 0) in vec3 inNormal;
  5. layout (location = 1) in vec3 inColor;
  6. layout (location = 2) in vec3 inEyePos;
  7. layout (location = 3) in vec3 inLightVec;
  8. layout (location = 0) out vec4 outFragColor;
  9. void main()
  10. {
  11. vec3 Eye = normalize(-inEyePos);
  12. vec3 Reflected = normalize(reflect(-inLightVec, inNormal));
  13. vec4 IAmbient = vec4(0.1, 0.1, 0.1, 1.0);
  14. vec4 IDiffuse = vec4(max(dot(inNormal, inLightVec), 0.0));
  15. float specular = 0.75;
  16. vec4 ISpecular = vec4(0.0);
  17. if (dot(inEyePos, inNormal) < 0.0)
  18. {
  19. ISpecular = vec4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 16.0) * specular;
  20. }
  21. outFragColor = vec4((IAmbient + IDiffuse) * vec4(inColor, 1.0) + ISpecular);
  22. }