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sem.frag 645B

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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 sampler2DArray matCap;
  5. layout (location = 0) in vec3 inColor;
  6. layout (location = 1) in vec3 inEyePos;
  7. layout (location = 2) in vec3 inNormal;
  8. layout (location = 3) in flat int inTexIndex;
  9. layout (location = 0) out vec4 outFragColor;
  10. void main()
  11. {
  12. vec3 r = reflect( inEyePos, inNormal );
  13. vec3 r2 = vec3( r.x, r.y, r.z + 1.0 );
  14. float m = 2.0 * length( r2 );
  15. vec2 vN = r.xy / m + .5;
  16. outFragColor = vec4( texture( matCap, vec3(vN, inTexIndex)).rgb * (clamp(inColor.r * 2, 0.0, 1.0)), 1.0 );
  17. }