This commit is contained in:
saschawillems 2016-09-04 14:19:27 +02:00
parent 7ace541544
commit 7929b1c3e6
4 changed files with 25 additions and 2 deletions

View file

@ -9,10 +9,21 @@ layout (set = 0, binding = 2) uniform sampler samplers[3];
layout (location = 0) in vec2 inUV;
layout (location = 1) in float inLodBias;
layout (location = 2) flat in int inSamplerIndex;
layout (location = 3) in vec3 inNormal;
layout (location = 4) in vec3 inViewVec;
layout (location = 5) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
outFragColor = texture(sampler2D(textureColor, samplers[inSamplerIndex]), inUV, inLodBias);
vec4 color = texture(sampler2D(textureColor, samplers[inSamplerIndex]), inUV, inLodBias);
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(L, N);
vec3 diffuse = max(dot(N, L), 0.65) * vec3(1.0);
float specular = pow(max(dot(R, V), 0.0), 16.0) * color.a;
outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
}

View file

@ -12,6 +12,7 @@ layout (binding = 0) uniform UBO
mat4 projection;
mat4 view;
mat4 model;
vec4 viewPos;
float lodBias;
int samplerIndex;
} ubo;
@ -19,6 +20,9 @@ layout (binding = 0) uniform UBO
layout (location = 0) out vec2 outUV;
layout (location = 1) out float outLodBias;
layout (location = 2) flat out int outSamplerIndex;
layout (location = 3) out vec3 outNormal;
layout (location = 4) out vec3 outViewVec;
layout (location = 5) out vec3 outLightVec;
out gl_PerVertex
{
@ -30,5 +34,13 @@ void main()
outUV = inUV * vec2(50.0, 2.0);
outLodBias = ubo.lodBias;
outSamplerIndex = ubo.samplerIndex;
gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos, 1.0);
vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0));
gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0);
outNormal = mat3(inverse(transpose(ubo.model))) * inNormal;
vec3 lightPos = vec3(-30.0, 0.0, 0.0);
outLightVec = worldPos - lightPos;
outViewVec = ubo.viewPos.xyz - worldPos;
}