31 lines
881 B
GLSL
31 lines
881 B
GLSL
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#version 450
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layout (set = 1, binding = 0) uniform sampler2D samplerColorMap;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in vec2 inUV;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) in vec3 inLightVec;
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layout(push_constant) uniform Material
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{
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vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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float opacity;
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} material;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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vec4 color = texture(samplerColorMap, inUV) * vec4(inColor, 1.0);
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 diffuse = max(dot(N, L), 0.0) * material.diffuse.rgb;
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vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * material.specular.rgb;
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outFragColor = vec4((material.ambient.rgb + diffuse) * color.rgb + specular, 1.0-material.opacity);
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}
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