2016-02-16 15:07:25 +01:00
|
|
|
#version 450
|
|
|
|
|
|
|
|
|
|
layout (binding = 1) uniform sampler2D colorMap;
|
|
|
|
|
|
|
|
|
|
layout (location = 0) in vec3 inNormal;
|
|
|
|
|
layout (location = 1) in vec2 inUV;
|
|
|
|
|
layout (location = 2) in vec3 inColor;
|
2016-02-24 23:14:47 +01:00
|
|
|
layout (location = 3) in vec3 inViewVec;
|
2016-02-16 15:07:25 +01:00
|
|
|
layout (location = 4) in vec3 inLightVec;
|
|
|
|
|
|
|
|
|
|
layout (location = 0) out vec4 outFragColor;
|
|
|
|
|
|
|
|
|
|
void main()
|
|
|
|
|
{
|
2016-02-24 23:14:47 +01:00
|
|
|
vec3 ambient = vec3(0.0f);
|
|
|
|
|
|
|
|
|
|
// Adjust light calculations for glow color
|
2016-02-16 15:07:25 +01:00
|
|
|
if ((inColor.r >= 0.9) || (inColor.g >= 0.9) || (inColor.b >= 0.9))
|
|
|
|
|
{
|
2016-02-24 23:14:47 +01:00
|
|
|
ambient = inColor * 0.25;
|
2016-02-16 15:07:25 +01:00
|
|
|
}
|
|
|
|
|
|
2016-02-24 23:14:47 +01:00
|
|
|
vec3 N = normalize(inNormal);
|
|
|
|
|
vec3 L = normalize(inLightVec);
|
|
|
|
|
vec3 V = normalize(inViewVec);
|
|
|
|
|
vec3 R = reflect(-L, N);
|
|
|
|
|
vec3 diffuse = max(dot(N, L), 0.0) * inColor;
|
|
|
|
|
vec3 specular = pow(max(dot(R, V), 0.0), 8.0) * vec3(0.75);
|
|
|
|
|
outFragColor = vec4(ambient + diffuse + specular, 1.0);
|
2016-02-16 15:07:25 +01:00
|
|
|
}
|