Specular
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7ace541544
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4 changed files with 25 additions and 2 deletions
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@ -9,10 +9,21 @@ 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 = 0) in vec2 inUV;
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layout (location = 1) in float inLodBias;
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layout (location = 1) in float inLodBias;
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layout (location = 2) flat in int inSamplerIndex;
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layout (location = 2) flat in int inSamplerIndex;
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layout (location = 3) in vec3 inNormal;
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layout (location = 4) in vec3 inViewVec;
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layout (location = 5) in vec3 inLightVec;
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layout (location = 0) out vec4 outFragColor;
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layout (location = 0) out vec4 outFragColor;
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void main()
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void main()
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{
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{
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outFragColor = texture(sampler2D(textureColor, samplers[inSamplerIndex]), inUV, inLodBias);
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vec4 color = texture(sampler2D(textureColor, samplers[inSamplerIndex]), inUV, inLodBias);
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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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}
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}
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@ -12,6 +12,7 @@ layout (binding = 0) uniform UBO
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mat4 projection;
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mat4 projection;
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mat4 view;
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mat4 view;
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mat4 model;
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mat4 model;
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vec4 viewPos;
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float lodBias;
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float lodBias;
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int samplerIndex;
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int samplerIndex;
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} ubo;
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} ubo;
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@ -19,6 +20,9 @@ layout (binding = 0) uniform UBO
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layout (location = 0) out vec2 outUV;
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layout (location = 0) out vec2 outUV;
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layout (location = 1) out float outLodBias;
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layout (location = 1) out float outLodBias;
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layout (location = 2) flat out int outSamplerIndex;
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layout (location = 2) flat out int outSamplerIndex;
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layout (location = 3) out vec3 outNormal;
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layout (location = 4) out vec3 outViewVec;
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layout (location = 5) out vec3 outLightVec;
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out gl_PerVertex
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out gl_PerVertex
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{
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{
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@ -30,5 +34,13 @@ void main()
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outUV = inUV * vec2(50.0, 2.0);
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outUV = inUV * vec2(50.0, 2.0);
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outLodBias = ubo.lodBias;
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outLodBias = ubo.lodBias;
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outSamplerIndex = ubo.samplerIndex;
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outSamplerIndex = ubo.samplerIndex;
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gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos, 1.0);
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vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0));
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gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0);
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outNormal = mat3(inverse(transpose(ubo.model))) * inNormal;
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vec3 lightPos = vec3(-30.0, 0.0, 0.0);
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outLightVec = worldPos - lightPos;
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outViewVec = ubo.viewPos.xyz - worldPos;
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}
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}
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