Brak opisu

phongpass.frag 1.1KB

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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 (binding = 1) uniform sampler2D samplerGradientRamp;
  5. layout (location = 0) in vec3 inNormal;
  6. layout (location = 1) in vec3 inColor;
  7. layout (location = 2) in vec3 inEyePos;
  8. layout (location = 3) in vec3 inLightVec;
  9. layout (location = 4) in vec2 inUV;
  10. layout (location = 0) out vec4 outFragColor;
  11. void main()
  12. {
  13. // No light calculations for glow color
  14. // Use max. color channel value
  15. // to detect bright glow emitters
  16. if ((inColor.r >= 0.9) || (inColor.g >= 0.9) || (inColor.b >= 0.9))
  17. {
  18. outFragColor.rgb = texture(samplerGradientRamp, inUV).rgb;
  19. }
  20. else
  21. {
  22. vec3 Eye = normalize(-inEyePos);
  23. vec3 Reflected = normalize(reflect(-inLightVec, inNormal));
  24. vec4 IAmbient = vec4(0.2, 0.2, 0.2, 1.0);
  25. vec4 IDiffuse = vec4(0.5, 0.5, 0.5, 0.5) * max(dot(inNormal, inLightVec), 0.0);
  26. float specular = 0.25;
  27. vec4 ISpecular = vec4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 4.0) * specular;
  28. outFragColor = vec4((IAmbient + IDiffuse) * vec4(inColor, 1.0) + ISpecular);
  29. }
  30. }