#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 1) uniform sampler2D sColorMap; layout (binding = 2) uniform sampler2D sNormalHeightMap; layout (binding = 3) uniform UBO { float scale; float bias; float lightRadius; int usePom; int displayNormalMap; } ubo; layout (location = 0) in vec2 inUV; layout (location = 1) in vec3 inLightVec; layout (location = 2) in vec3 inLightVecB; layout (location = 3) in vec3 inSpecular; layout (location = 4) in vec3 inEyeVec; layout (location = 5) in vec3 inLightDir; layout (location = 6) in vec3 inViewVec; layout (location = 0) out vec4 outFragColor; void main(void) { vec3 specularColor = vec3(0.0, 0.0, 0.0); float invRadius = 1.0/ubo.lightRadius; float ambient = 0.5; vec3 rgb, normal; rgb = (ubo.displayNormalMap == 0) ? texture(sColorMap, inUV).rgb : texture(sNormalHeightMap, inUV).rgb; normal = normalize((texture(sNormalHeightMap, inUV).rgb - 0.5) * 2.0); float distSqr = dot(inLightVecB, inLightVecB); vec3 lVec = inLightVecB * inversesqrt(distSqr); vec3 nvViewVec = normalize(inViewVec); float specular = pow(clamp(dot(reflect(-nvViewVec, normal), lVec), 0.0, 1.0), 4.0); float atten = clamp(1.0 - invRadius * sqrt(distSqr), 0.0, 1.0); float diffuse = clamp(dot(lVec, normal), 0.0, 1.0); outFragColor = vec4((rgb * ambient + (diffuse * rgb + 0.5 * specular * specularColor.rgb)) * atten, 1.0); }