Compute shader cloth simulation
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data/shaders/computecloth/sphere.frag
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19
data/shaders/computecloth/sphere.frag
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#version 450
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inViewVec;
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layout (location = 2) in vec3 inLightVec;
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layout (location = 0) out vec4 outFragColor;
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void main ()
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{
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vec3 color = vec3(0.5);
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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), 0.15) * vec3(1.0);
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vec3 specular = pow(max(dot(R, V), 0.0), 32.0) * vec3(1.0);
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outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
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}
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