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- #version 450
-
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
-
- layout (binding = 1) uniform sampler2DArray matCap;
-
- layout (location = 0) in vec3 inColor;
- layout (location = 1) in vec3 inEyePos;
- layout (location = 2) in vec3 inNormal;
- layout (location = 3) in flat int inTexIndex;
-
- layout (location = 0) out vec4 outFragColor;
-
- void main()
- {
- vec3 r = reflect( inEyePos, inNormal );
- vec3 r2 = vec3( r.x, r.y, r.z + 1.0 );
- float m = 2.0 * length( r2 );
- vec2 vN = r.xy / m + .5;
- outFragColor = vec4( texture( matCap, vec3(vN, inTexIndex)).rgb * (clamp(inColor.r * 2, 0.0, 1.0)), 1.0 );
- }
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