41 lines
No EOL
1.2 KiB
GLSL
41 lines
No EOL
1.2 KiB
GLSL
#version 450
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layout (set = 1, binding = 0) uniform sampler2D samplerColorMap;
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layout (set = 1, binding = 1) uniform sampler2D samplerNormalMap;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in vec2 inUV;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) in vec3 inLightVec;
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layout (location = 5) in vec4 inTangent;
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layout (location = 0) out vec4 outFragColor;
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layout (constant_id = 0) const bool ALPHA_MASK = false;
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layout (constant_id = 1) const float ALPHA_MASK_CUTOFF = 0.0f;
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void main()
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{
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vec4 color = texture(samplerColorMap, inUV) * vec4(inColor, 1.0);
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if (ALPHA_MASK) {
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if (color.a < ALPHA_MASK_CUTOFF) {
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discard;
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}
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}
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vec3 N = normalize(inNormal);
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vec3 T = normalize(inTangent.xyz);
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vec3 B = cross(inNormal, inTangent.xyz) * inTangent.w;
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mat3 TBN = mat3(T, B, N);
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N = TBN * normalize(texture(samplerNormalMap, inUV).xyz * 2.0 - vec3(1.0));
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const float ambient = 0.1;
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 diffuse = max(dot(N, L), ambient).rrr;
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float specular = pow(max(dot(R, V), 0.0), 32.0);
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outFragColor = vec4(diffuse * color.rgb + specular, color.a);
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} |