procedural-3d-engine/shaders/glsl/computecloth/sphere.frag

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2017-07-09 11:39:10 +02:00
#version 450
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inViewVec;
layout (location = 2) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main ()
{
vec3 color = vec3(0.5);
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 diffuse = max(dot(N, L), 0.15) * vec3(1.0);
vec3 specular = pow(max(dot(R, V), 0.0), 32.0) * vec3(1.0);
outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
}