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

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2.1 KiB
GLSL

#version 450
layout (binding = 1) uniform sampler2D samplerColormap;
layout (binding = 2) uniform sampler2D samplerDiscard;
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;
// We use this constant to control the flow of the shader depending on the
// lighting model selected at pipeline creation time
layout (constant_id = 0) const int LIGHTING_MODEL = 0;
// Parameter for the toon shading part of the shader
layout (constant_id = 1) const float PARAM_TOON_DESATURATION = 0.0f;
void main()
{
switch (LIGHTING_MODEL) {
case 0: // Phong
{
vec3 ambient = inColor * vec3(0.25);
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 diffuse = max(dot(N, L), 0.0) * inColor;
vec3 specular = pow(max(dot(R, V), 0.0), 32.0) * vec3(0.75);
outFragColor = vec4(ambient + diffuse * 1.75 + specular, 1.0);
break;
}
case 1: // Toon
{
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
float intensity = dot(N,L);
vec3 color;
if (intensity > 0.98)
color = inColor * 1.5;
else if (intensity > 0.9)
color = inColor * 1.0;
else if (intensity > 0.5)
color = inColor * 0.6;
else if (intensity > 0.25)
color = inColor * 0.4;
else
color = inColor * 0.2;
// Desaturate a bit
color = vec3(mix(color, vec3(dot(vec3(0.2126,0.7152,0.0722), color)), PARAM_TOON_DESATURATION));
outFragColor.rgb = color;
break;
}
case 2: // Textured
{
vec4 color = texture(samplerColormap, inUV).rrra;
vec3 ambient = color.rgb * vec3(0.25) * inColor;
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 diffuse = max(dot(N, L), 0.0) * color.rgb;
float specular = pow(max(dot(R, V), 0.0), 32.0) * color.a;
outFragColor = vec4(ambient + diffuse + vec3(specular), 1.0);
break;
}
}
}