procedural-3d-engine/data/shaders/geometryshader/mesh.frag

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2016-02-16 15:07:25 +01:00
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec2 vTexcoord;
layout (location = 1) in vec3 vNormal;
layout (location = 2) in vec3 vColor;
layout (location = 3) in vec3 vEyePos;
layout (location = 4) in vec3 vLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec3 Eye = normalize(-vEyePos);
vec3 Reflected = normalize(reflect(-vLightVec, vNormal));
vec4 IAmbient = vec4(0.2, 0.2, 0.2, 1.0);
vec4 IDiffuse = vec4(0.5, 0.5, 0.5, 0.5) * max(dot(vNormal, vLightVec), 0.0);
float specular = 0.75;
vec4 ISpecular = vec4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 0.8) * specular;
outFragColor = vec4((IAmbient + IDiffuse) * vec4(vColor, 1.0) + ISpecular);
}