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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 samplerGradientRamp;
-
- layout (location = 0) in vec3 inNormal;
- layout (location = 1) in vec3 inColor;
- layout (location = 2) in vec3 inEyePos;
- layout (location = 3) in vec3 inLightVec;
- layout (location = 4) in vec2 inUV;
-
- layout (location = 0) out vec4 outFragColor;
-
- void main()
- {
- // No light calculations for glow color
- // Use max. color channel value
- // to detect bright glow emitters
- if ((inColor.r >= 0.9) || (inColor.g >= 0.9) || (inColor.b >= 0.9))
- {
- outFragColor.rgb = texture(samplerGradientRamp, inUV).rgb;
- }
- else
- {
- vec3 Eye = normalize(-inEyePos);
- vec3 Reflected = normalize(reflect(-inLightVec, inNormal));
-
- vec4 IAmbient = vec4(0.2, 0.2, 0.2, 1.0);
- vec4 IDiffuse = vec4(0.5, 0.5, 0.5, 0.5) * max(dot(inNormal, inLightVec), 0.0);
- float specular = 0.25;
- vec4 ISpecular = vec4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 4.0) * specular;
- outFragColor = vec4((IAmbient + IDiffuse) * vec4(inColor, 1.0) + ISpecular);
- }
- }
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