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reflect.frag 1017B

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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 samplerCube samplerColor;
  5. layout (location = 0) in vec3 inPos;
  6. layout (location = 1) in vec3 inNormal;
  7. layout (location = 2) in float inLodBias;
  8. layout (location = 3) in vec3 inViewVec;
  9. layout (location = 4) in vec3 inLightVec;
  10. layout (location = 5) in mat4 inInvModelView;
  11. layout (location = 0) out vec4 outFragColor;
  12. void main()
  13. {
  14. vec3 cI = normalize (inPos);
  15. vec3 cR = reflect (cI, normalize(inNormal));
  16. cR = vec3(inInvModelView * vec4(cR, 0.0));
  17. cR.x *= -1.0;
  18. vec4 color = texture(samplerColor, cR, inLodBias);
  19. vec3 N = normalize(inNormal);
  20. vec3 L = normalize(inLightVec);
  21. vec3 V = normalize(inViewVec);
  22. vec3 R = reflect(-L, N);
  23. vec3 ambient = vec3(0.5) * color.rgb;
  24. vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
  25. vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.5);
  26. outFragColor = vec4(ambient + diffuse * color.rgb + specular, 1.0);
  27. }