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

33 lines
No EOL
1,023 B
GLSL

#version 450
layout (binding = 1) uniform sampler2D samplerGradientRamp;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec3 inEyePos;
layout (location = 3) in vec3 inLightVec;
layout (location = 4) in vec2 inUV;
layout (location = 0) out vec4 outFragColor;
void main()
{
// No light calculations for glow color
// Use max. color channel value
// to detect bright glow emitters
if ((inColor.r >= 0.9) || (inColor.g >= 0.9) || (inColor.b >= 0.9))
{
outFragColor.rgb = texture(samplerGradientRamp, inUV).rgb;
}
else
{
vec3 Eye = normalize(-inEyePos);
vec3 Reflected = normalize(reflect(-inLightVec, inNormal));
vec4 IAmbient = vec4(0.2, 0.2, 0.2, 1.0);
vec4 IDiffuse = vec4(0.5, 0.5, 0.5, 0.5) * max(dot(inNormal, inLightVec), 0.0);
float specular = 0.25;
vec4 ISpecular = vec4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 4.0) * specular;
outFragColor = vec4((IAmbient + IDiffuse) * vec4(inColor, 1.0) + ISpecular);
}
}