procedural-3d-engine/shaders/glsl/debugutils/toon.frag

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1.1 KiB
GLSL

#version 450
layout (binding = 1) uniform sampler2D samplerColorMap;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
// Desaturate color
vec3 color = vec3(mix(inColor, vec3(dot(vec3(0.2126,0.7152,0.0722), inColor)), 0.65));
// High ambient colors because mesh materials are pretty dark
vec3 ambient = color * vec3(1.0);
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) * color;
vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75);
outFragColor = vec4(ambient + diffuse * 1.75 + specular, 1.0);
float intensity = dot(N,L);
float shade = 1.0;
shade = intensity < 0.5 ? 0.75 : shade;
shade = intensity < 0.35 ? 0.6 : shade;
shade = intensity < 0.25 ? 0.5 : shade;
shade = intensity < 0.1 ? 0.25 : shade;
outFragColor.rgb = inColor * 3.0 * shade;
}