procedural-3d-engine/android/mesh/mesh.Packaging/assets/shaders/mesh.frag
2016-02-16 15:07:25 +01:00

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893 B
GLSL

#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform sampler2D samplerColorMap;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 3) in vec3 inEyePos;
layout (location = 4) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec4 spec = vec4(0.0);
float shininess = 32.0;
vec3 n = normalize(inNormal);
vec3 l = normalize(inLightVec);
vec3 e = normalize(inEyePos);
vec4 diffuse = vec4(inColor, 1.0);
vec4 specular = vec4(1.0);
vec4 ambient = vec4(vec3(0.05), 0.0);
float intensity = max(dot(n,l), 0.0);
if (intensity > 0.0)
{
vec3 h = normalize(l + e);
float intSpec = max(dot(h,n), 0.0);
spec = specular * pow(intSpec, shininess);
}
outFragColor = max(intensity * diffuse + spec, ambient);
}