12345678910111213141516171819202122 |
- #version 450
-
- layout (location = 0) in vec2 inUV;
- layout (location = 1) in vec3 inNormal;
- layout (location = 2) in vec3 inColor;
- layout (location = 3) in vec3 inEyePos;
- layout (location = 4) in vec3 inLightVec;
-
- layout (location = 0) out vec4 outFragColor;
-
- void main()
- {
- vec3 Eye = normalize(-inEyePos);
- vec3 Reflected = normalize(reflect(-inLightVec, inNormal));
-
- vec4 diff = vec4(inColor, 1.0) * max(dot(inNormal, inLightVec), 0.0);
- float shininess = 0.0;
- vec4 spec = vec4(1.0, 1.0, 1.0, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 2.5) * shininess;
-
- outFragColor = diff + spec;
- outFragColor.a = 1.0;
- }
|