25 lines
804 B
GLSL
25 lines
804 B
GLSL
|
|
#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);
|
||
|
|
}
|