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- #version 450
-
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
-
- layout (binding = 1) uniform samplerCube samplerColor;
-
- layout (location = 0) in vec3 inPos;
- layout (location = 1) in vec3 inNormal;
- layout (location = 2) in float inLodBias;
- layout (location = 3) in vec3 inViewVec;
- layout (location = 4) in vec3 inLightVec;
- layout (location = 5) in mat4 inInvModelView;
-
- layout (location = 0) out vec4 outFragColor;
-
- void main()
- {
- vec3 cI = normalize (inPos);
- vec3 cR = reflect (cI, normalize(inNormal));
-
- cR = vec3(inInvModelView * vec4(cR, 0.0));
- cR.x *= -1.0;
-
- vec4 color = texture(samplerColor, cR, inLodBias);
-
- vec3 N = normalize(inNormal);
- vec3 L = normalize(inLightVec);
- vec3 V = normalize(inViewVec);
- vec3 R = reflect(-L, N);
- vec3 ambient = vec3(0.5) * color.rgb;
- vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
- vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.5);
- outFragColor = vec4(ambient + diffuse * color.rgb + specular, 1.0);
- }
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