2016-08-15 15:17:01 +02:00
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#version 450
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layout (set = 0, binding = 1) uniform texture2D textureColor;
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layout (set = 0, binding = 2) uniform sampler samplers[3];
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layout (location = 0) in vec2 inUV;
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layout (location = 1) in float inLodBias;
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2022-08-03 20:11:40 +02:00
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layout (location = 2) in vec3 inNormal;
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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 (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 view;
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mat4 model;
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vec4 viewPos;
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float lodBias;
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int samplerIndex;
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} ubo;
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2016-08-15 15:17:01 +02:00
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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2023-03-24 20:03:22 +01:00
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vec4 color = texture(sampler2D(textureColor, samplers[ubo.samplerIndex]), inUV, inLodBias);
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2016-09-04 14:19:27 +02:00
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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), 0.65) * vec3(1.0);
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float specular = pow(max(dot(R, V), 0.0), 16.0) * color.a;
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outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
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2016-08-15 15:17:01 +02:00
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}
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