procedural-3d-engine/data/shaders/cubemap/reflect.frag

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GLSL
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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 (binding = 1) uniform samplerCube samplerColor;
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec3 inViewVec;
layout (location = 3) in vec3 inLightVec;
layout (location = 4) in mat4 inInvModelView;
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layout (location = 0) out vec4 outFragColor;
void main()
{
vec3 cI = normalize (inPos);
vec3 cR = reflect (cI, normalize(inNormal));
cR = vec3(inInvModelView * vec4(cR, 0.0));
vec4 color = texture(samplerColor, cR);
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 ambient = vec3(0.5) * color.rgb;
vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.5);
outFragColor = vec4(ambient + diffuse * color.rgb + specular, 1.0);
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}