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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 samplerColorMap;
-
- layout (location = 0) in vec3 inNormal;
- layout (location = 1) in vec3 inColor;
- layout (location = 2) in vec2 inUV;
- layout (location = 3) in vec3 inViewVec;
- layout (location = 4) in vec3 inLightVec;
-
- layout (location = 0) out vec4 outFragColor;
-
- void main()
- {
- // Desaturate color
- vec3 color = vec3(mix(inColor, vec3(dot(vec3(0.2126,0.7152,0.0722), inColor)), 0.65));
-
- // High ambient colors because mesh materials are pretty dark
- vec3 ambient = color * vec3(1.0);
- vec3 N = normalize(inNormal);
- vec3 L = normalize(inLightVec);
- vec3 V = normalize(inViewVec);
- vec3 R = reflect(-L, N);
- vec3 diffuse = max(dot(N, L), 0.0) * color;
- vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75);
- outFragColor = vec4(ambient + diffuse * 1.75 + specular, 1.0);
-
- float intensity = dot(N,L);
- float shade = 1.0;
- shade = intensity < 0.5 ? 0.75 : shade;
- shade = intensity < 0.35 ? 0.6 : shade;
- shade = intensity < 0.25 ? 0.5 : shade;
- shade = intensity < 0.1 ? 0.25 : shade;
-
- outFragColor.rgb = inColor * 3.0 * shade;
- }
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