procedural-3d-engine/data/shaders/glsl/dynamicrendering/texture.frag

24 lines
634 B
GLSL
Raw Normal View History

#version 450
layout (set = 1, binding = 0) uniform sampler2D samplerColor;
layout (location = 0) in vec2 inUV;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec3 inViewVec;
layout (location = 3) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec4 color = texture(samplerColor, inUV);
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) * vec3(1.0);
float specular = pow(max(dot(R, V), 0.0), 16.0) * color.a;
outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
}