27 lines
839 B
GLSL
27 lines
839 B
GLSL
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#version 450
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layout (binding = 1) 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 (location = 0) out vec4 outFragColor;
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void main()
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{
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// Desaturate color
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vec3 color = vec3(mix(inColor, vec3(dot(vec3(0.2126,0.7152,0.0722), inColor)), 0.65));
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// High ambient colors because mesh materials are pretty dark
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vec3 ambient = color * vec3(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) * color;
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vec3 specular = pow(max(dot(R, V), 0.0), 32.0) * vec3(0.35);
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outFragColor = vec4(ambient + diffuse * 1.75 + specular, 1.0);
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}
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