#version 450 layout (set = 0, binding = 1) uniform texture2D textureColor; layout (set = 0, binding = 2) uniform sampler samplers[3]; layout (location = 0) in vec2 inUV; layout (location = 1) in float inLodBias; layout (location = 2) in vec3 inNormal; layout (location = 3) in vec3 inViewVec; layout (location = 4) in vec3 inLightVec; layout (binding = 0) uniform UBO { mat4 projection; mat4 view; mat4 model; vec4 viewPos; float lodBias; int samplerIndex; } ubo; layout (location = 0) out vec4 outFragColor; void main() { vec4 color = texture(sampler2D(textureColor, samplers[ubo.samplerIndex]), inUV, inLodBias); vec3 N = normalize(inNormal); vec3 L = normalize(inLightVec); vec3 V = normalize(inViewVec); vec3 R = reflect(L, N); vec3 diffuse = max(dot(N, L), 0.65) * vec3(1.0); float specular = pow(max(dot(R, V), 0.0), 16.0) * color.a; outFragColor = vec4(diffuse * color.rgb + specular, 1.0); }