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

27 lines
615 B
GLSL

#version 450
layout (binding = 1) uniform sampler2DArray samplerArray;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec3 inUV;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec4 color = texture(samplerArray, inUV);
if (color.a < 0.5)
{
discard;
}
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 ambient = vec3(0.65);
vec3 diffuse = max(dot(N, L), 0.0) * inColor;
outFragColor = vec4((ambient + diffuse) * color.rgb, 1.0);
}