#version 450 layout (location = 0) in vec3 inNormal; layout (location = 1) in vec3 inColor; layout (location = 2) in vec3 inViewVec; layout (location = 3) in vec3 inLightVec; layout (location = 4) flat in vec3 inFlatNormal; layout (constant_id = 0) const int LIGHTING_MODEL = 0; layout (location = 0) out vec4 outFragColor; void main() { switch (LIGHTING_MODEL) { case 0: // Phong { vec3 ambient = inColor * vec3(0.25); vec3 N = normalize(inNormal); vec3 L = normalize(inLightVec); vec3 V = normalize(inViewVec); vec3 R = reflect(-L, N); vec3 diffuse = max(dot(N, L), 0.0) * inColor; vec3 specular = pow(max(dot(R, V), 0.0), 32.0) * vec3(0.75); outFragColor = vec4(ambient + diffuse * 1.75 + specular, 1.0); break; } case 1: // Toon { vec3 N = normalize(inNormal); vec3 L = normalize(inLightVec); float intensity = dot(N,L); vec3 color; if (intensity > 0.98) color = inColor * 1.5; else if (intensity > 0.9) color = inColor * 1.0; else if (intensity > 0.5) color = inColor * 0.6; else if (intensity > 0.25) color = inColor * 0.4; else color = inColor * 0.2; outFragColor.rgb = color; break; } case 2: // No shading { outFragColor.rgb = inColor; break; } case 3: // Greyscale { outFragColor.rgb = vec3(dot(inColor.rgb, vec3(0.299, 0.587, 0.114))); break; } } // Scene is dark, brigthen up a bit outFragColor.rgb *= 1.25; }