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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 (binding = 2) uniform sampler2D samplerDiscard;
-
- 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;
-
- // We use this constant to control the flow of the shader depending on the
- // lighting model selected at pipeline creation time
- layout (constant_id = 0) const int LIGHTING_MODEL = 0;
- // Parameter for the toon shading part of the shader
- layout (constant_id = 1) const float PARAM_TOON_DESATURATION = 0.0f;
-
- void main()
- {
- switch (LIGHTING_MODEL) {
- case 0: // Phong
- {
- vec3 ambient = inColor * vec3(0.25);
- 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) * inColor;
- vec3 specular = pow(max(dot(R, V), 0.0), 32.0) * vec3(0.75);
- outFragColor = vec4(ambient + diffuse * 1.75 + specular, 1.0);
- break;
- }
- case 1: // Toon
- {
-
- vec3 N = normalize(inNormal);
- vec3 L = normalize(inLightVec);
- float intensity = dot(N,L);
- vec3 color;
- if (intensity > 0.98)
- color = inColor * 1.5;
- else if (intensity > 0.9)
- color = inColor * 1.0;
- else if (intensity > 0.5)
- color = inColor * 0.6;
- else if (intensity > 0.25)
- color = inColor * 0.4;
- else
- color = inColor * 0.2;
- // Desaturate a bit
- color = vec3(mix(color, vec3(dot(vec3(0.2126,0.7152,0.0722), color)), PARAM_TOON_DESATURATION));
- outFragColor.rgb = color;
- break;
- }
- case 2: // Textured
- {
- vec4 color = texture(samplerColormap, inUV).rrra;
- vec3 ambient = color.rgb * vec3(0.25) * inColor;
- 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.rgb;
- float specular = pow(max(dot(R, V), 0.0), 32.0) * color.a;
- outFragColor = vec4(ambient + diffuse + vec3(specular), 1.0);
- break;
- }
- }
- }
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