procedural-3d-engine/data/shaders/texturemipmapgen/texture.frag

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No EOL
833 B
GLSL

#version 450
layout (set = 0, binding = 1) uniform texture2D textureColor;
layout (set = 0, binding = 2) uniform sampler samplers[3];
layout (location = 0) in vec2 inUV;
layout (location = 1) in float inLodBias;
layout (location = 2) flat in int inSamplerIndex;
layout (location = 3) in vec3 inNormal;
layout (location = 4) in vec3 inViewVec;
layout (location = 5) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec4 color = texture(sampler2D(textureColor, samplers[inSamplerIndex]), inUV, inLodBias);
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(L, N);
vec3 diffuse = max(dot(N, L), 0.65) * vec3(1.0);
float specular = pow(max(dot(R, V), 0.0), 16.0) * color.a;
outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
}