procedural-3d-engine/shaders/glsl/bloom/phongpass.frag
2023-05-09 21:03:02 +02:00

30 lines
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794 B
GLSL

#version 450
layout (binding = 1) uniform sampler2D colorMap;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inColor;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec3 ambient = vec3(0.0f);
// Adjust light calculations for glow color
if ((inColor.r >= 0.9) || (inColor.g >= 0.9) || (inColor.b >= 0.9))
{
ambient = inColor * 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), 8.0) * vec3(0.75);
outFragColor = vec4(ambient + diffuse + specular, 1.0);
}