procedural-3d-engine/data/shaders/indirectdraw/indirectdraw.frag

28 lines
615 B
GLSL
Raw Normal View History

#version 450
layout (binding = 1) uniform sampler2DArray samplerArray;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
2016-08-01 21:43:47 +02:00
layout (location = 2) in vec3 inUV;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
2016-08-01 21:43:47 +02:00
void main()
{
2016-08-01 21:43:47 +02:00
vec4 color = texture(samplerArray, inUV);
2016-08-01 21:43:47 +02:00
if (color.a < 0.5)
{
discard;
}
2016-08-01 21:43:47 +02:00
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 ambient = vec3(0.65);
vec3 diffuse = max(dot(N, L), 0.0) * inColor;
outFragColor = vec4((ambient + diffuse) * color.rgb, 1.0);
}