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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2017-01-08 11:13:21 +01:00
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layout (location = 2) in vec3 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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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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2017-01-08 11:13:21 +01:00
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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) * inColor;
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vec3 specular = (dot(N,L) > 0.0) ? pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75) * color.r : vec3(0.0);
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outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
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2016-02-16 15:07:25 +01:00
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}
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