2016-02-16 15:07:25 +01:00
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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2016-04-17 12:30:42 +02:00
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layout (binding = 1) uniform sampler2DArray samplerArray;
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2016-02-16 15:07:25 +01:00
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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 vec3 inEyePos;
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layout (location = 3) in vec3 inLightVec;
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2016-04-17 12:30:42 +02:00
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layout (location = 4) in vec3 inUV;
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2016-02-16 15:07:25 +01:00
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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2016-04-17 12:30:42 +02:00
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vec4 color = texture(samplerArray, inUV) * vec4(inColor, 1.0);
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2016-02-16 15:07:25 +01:00
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vec3 N = normalize(inNormal);
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vec3 L = normalize(vec3(1.0));
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vec3 Eye = normalize(-inEyePos);
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vec3 Reflected = normalize(reflect(-inLightVec, inNormal));
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vec4 IAmbient = vec4(vec3(0.1), 1.0);
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vec4 IDiffuse = vec4(1.0) * max(dot(inNormal, inLightVec), 0.0);
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float specular = 0.75;
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2016-04-17 12:30:42 +02:00
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vec4 ISpecular = vec4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 32.0) * specular;
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2016-02-16 15:07:25 +01:00
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2016-04-17 12:30:42 +02:00
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outFragColor = vec4((IAmbient + IDiffuse) * color + ISpecular);
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2016-02-16 15:07:25 +01:00
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}
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