66 lines
1.9 KiB
GLSL
66 lines
1.9 KiB
GLSL
#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, eyeVecTs;
|
|
vec2 UV = inUV;
|
|
|
|
// Get new scaled and biased texture coordinates
|
|
// Height info is stored in alpha channel of normal map
|
|
vec2 height_bump = vec2(texture(sNormalHeightMap, inUV).a * ubo.scale + ubo.bias, 0.0);
|
|
|
|
// If parallax mapping is enabled, offset texture coordinates
|
|
if (ubo.usePom == 1)
|
|
{
|
|
UV = inUV + (height_bump.x * normalize(inEyeVec).xy);
|
|
}
|
|
|
|
rgb = (ubo.displayNormalMap == 0) ? texture(sColorMap, UV).rgb : texture(sNormalHeightMap, UV).rgb;
|
|
|
|
normal = normalize((texture(sNormalHeightMap, UV).rgb - 0.5) * 2.0);
|
|
|
|
eyeVecTs = normalize(inLightVec).xyz;
|
|
height_bump.y = min(dot(normal, eyeVecTs.xyz), 1.0);
|
|
height_bump.y = pow(height_bump.y, 8.0);
|
|
|
|
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);
|
|
}
|