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

44 lines
No EOL
1.2 KiB
GLSL

#version 450
layout (binding = 1) uniform sampler2D tex;
layout (location = 0) in vec2 inUV;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec3 inColor;
layout (location = 3) in vec3 inEyePos;
layout (location = 4) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
float specpart(vec3 L, vec3 N, vec3 H)
{
if (dot(N, L) > 0.0)
{
return pow(clamp(dot(H, N), 0.0, 1.0), 64.0);
}
return 0.0;
}
void main()
{
vec3 Eye = normalize(-inEyePos);
vec3 Reflected = normalize(reflect(-inLightVec, inNormal));
vec3 halfVec = normalize(inLightVec + inEyePos);
float diff = clamp(dot(inLightVec, inNormal), 0.0, 1.0);
float spec = specpart(inLightVec, inNormal, halfVec);
float intensity = 0.1 + diff + spec;
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 shininess = 0.75;
vec4 ISpecular = vec4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 2.0) * shininess;
outFragColor = vec4((IAmbient + IDiffuse) * vec4(inColor, 1.0) + ISpecular);
// Some manual saturation
if (intensity > 0.95)
outFragColor *= 2.25;
if (intensity < 0.15)
outFragColor = vec4(0.1);
}