24 lines
No EOL
702 B
GLSL
24 lines
No EOL
702 B
GLSL
#version 450
|
|
|
|
layout (set = 1, binding = 0) 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()
|
|
{
|
|
vec4 color = texture(samplerColorMap, inUV) * vec4(inColor, 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), 0.15) * inColor;
|
|
vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75);
|
|
outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
|
|
} |