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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 vec2 inUV;
- layout (location = 1) in vec3 inNormal;
- layout (location = 2) in vec3 inViewVec;
- layout (location = 3) in vec3 inLightVec;
-
- layout (location = 0) out vec4 outFragColor;
-
- void main()
- {
- vec4 color = texture(samplerColorMap, inUV);
-
- float distSqr = dot(inLightVec, inLightVec);
- vec3 lVec = inLightVec * inversesqrt(distSqr);
-
- const float attInvRadius = 1.0/5000.0;
- float atten = max(clamp(1.0 - attInvRadius * sqrt(distSqr), 0.0, 1.0), 0.0);
-
- // Fake drop shadow
- const float shadowInvRadius = 1.0/2500.0;
- float dropshadow = max(clamp(1.0 - shadowInvRadius * sqrt(distSqr), 0.0, 1.0), 0.0);
-
- outFragColor = vec4(color.rgba * (1.0 - dropshadow));
- outFragColor.rgb *= atten;
- }
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