procedural-3d-engine/data/shaders/particlefire/normalmap.frag

45 lines
1.3 KiB
GLSL
Raw Normal View History

#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform sampler2D sColorMap;
layout (binding = 2) uniform sampler2D sNormalHeightMap;
#define lightRadius 45.0
layout (location = 0) in vec2 inUV;
layout (location = 1) in vec3 inLightVec;
layout (location = 2) in vec3 inLightVecB;
layout (location = 5) in vec3 inLightDir;
layout (location = 6) in vec3 inViewVec;
layout (location = 0) out vec4 outFragColor;
void main(void)
{
vec3 specularColor = vec3(0.85, 0.5, 0.0);
float invRadius = 1.0/lightRadius;
float ambient = 0.25;
vec3 rgb, normal;
rgb = texture(sColorMap, inUV).rgb;
normal = normalize((texture(sNormalHeightMap, inUV).rgb - 0.5) * 2.0);
float distSqr = dot(inLightVecB, inLightVecB);
vec3 lVec = inLightVecB * inversesqrt(distSqr);
float atten = max(clamp(1.0 - invRadius * sqrt(distSqr), 0.0, 1.0), ambient);
float diffuse = clamp(dot(lVec, normal), 0.0, 1.0);
vec3 light = normalize(-inLightVec);
vec3 view = normalize(inViewVec);
vec3 reflectDir = reflect(-light, normal);
float specular = pow(max(dot(view, reflectDir), 0.0), 4.0);
outFragColor = vec4((rgb * atten + (diffuse * rgb + 0.5 * specular * specularColor.rgb)) * atten, 1.0);
}