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- #version 450
-
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
-
- layout (binding = 1) uniform sampler3D samplerColor;
-
- layout (location = 0) in vec3 inUV;
- layout (location = 1) in float inLodBias;
- layout (location = 2) in vec3 inNormal;
- layout (location = 3) in vec3 inViewVec;
- layout (location = 4) in vec3 inLightVec;
-
- layout (location = 0) out vec4 outFragColor;
-
- void main()
- {
- vec4 color = texture(samplerColor, inUV);
-
- 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) * vec3(1.0);
- float specular = pow(max(dot(R, V), 0.0), 16.0) * color.r;
-
- outFragColor = vec4(diffuse * color.r + specular, 1.0);
- }
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