#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 1) uniform sampler2D matCap; layout (location = 0) in vec3 inColor; layout (location = 1) in vec3 inEyePos; layout (location = 2) in vec3 inNormal; layout (location = 0) out vec4 outFragColor; void main() { vec3 r = reflect( inEyePos, inNormal ); float m = 2.0 * sqrt( pow(r.x, 2.0) + pow(r.y, 2.0) + pow(r.z + 1.0, 2.0)); vec2 vN = r.xy / m + .5; outFragColor = vec4( texture( matCap, vN ).rgb * (clamp(inColor.r * 2, 0.0, 1.0)), 1.0 ); }