Simplified text overlay example, code cleanup, better text blending

This commit is contained in:
saschawillems 2018-03-24 11:35:02 +01:00
parent 0c2720efc3
commit 3c230c7ff5
18 changed files with 119 additions and 408 deletions

View file

@ -3,8 +3,6 @@
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform sampler2D samplerColorMap;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inViewVec;
@ -14,13 +12,11 @@ layout (location = 0) out vec4 outFragColor;
void main()
{
vec4 color = texture(samplerColorMap, 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) * color.rgb;
vec3 specular = pow(max(dot(R, V), 0.0), 1.0) * vec3(color.a);
outFragColor = vec4(diffuse + specular, 1.0);
float diffuse = max(dot(N, L), 0.0);
float specular = pow(max(dot(R, V), 0.0), 1.0);
outFragColor = vec4(vec3(diffuse + specular) * vec3(0.25), 1.0);
}