procedural-3d-engine/data/shaders/indirectdraw/ground.frag

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No EOL
739 B
GLSL

#version 450
layout (binding = 2) uniform sampler2D samplerColor;
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;
void main()
{
// Last array layer is terrain tex
vec4 color = texture(samplerColor, inUV);
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 ambient = vec3(0.65);
vec3 diffuse = max(dot(N, L), 0.0) * inColor;
vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.1);
outFragColor = vec4((ambient + diffuse) * color.rgb + specular, 1.0);
}