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- #version 450
-
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
-
- layout (binding = 1) uniform sampler2D sColorMap;
- layout (binding = 2) uniform sampler2D sNormalHeightMap;
-
- #define lightRadius 45.0
-
- layout (location = 0) in vec2 inUV;
- layout (location = 1) in vec3 inLightVec;
- layout (location = 2) in vec3 inLightVecB;
- layout (location = 3) in vec3 inLightDir;
- layout (location = 4) in vec3 inViewVec;
-
- layout (location = 0) out vec4 outFragColor;
-
- void main(void)
- {
- vec3 specularColor = vec3(0.85, 0.5, 0.0);
-
- float invRadius = 1.0/lightRadius;
- float ambient = 0.25;
-
- vec3 rgb, normal;
-
- rgb = texture(sColorMap, inUV).rgb;
- normal = normalize((texture(sNormalHeightMap, inUV).rgb - 0.5) * 2.0);
-
- float distSqr = dot(inLightVecB, inLightVecB);
- vec3 lVec = inLightVecB * inversesqrt(distSqr);
-
- float atten = max(clamp(1.0 - invRadius * sqrt(distSqr), 0.0, 1.0), ambient);
- float diffuse = clamp(dot(lVec, normal), 0.0, 1.0);
-
- vec3 light = normalize(-inLightVec);
- vec3 view = normalize(inViewVec);
- vec3 reflectDir = reflect(-light, normal);
-
- float specular = pow(max(dot(view, reflectDir), 0.0), 4.0);
-
- outFragColor = vec4((rgb * atten + (diffuse * rgb + 0.5 * specular * specularColor.rgb)) * atten, 1.0);
- }
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