28 lines
No EOL
650 B
GLSL
28 lines
No EOL
650 B
GLSL
#version 450
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in float inVisible;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) in vec3 inLightVec;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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if (inVisible > 0.0)
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{
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 diffuse = max(dot(N, L), 0.25) * inColor;
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vec3 specular = pow(max(dot(R, V), 0.0), 8.0) * vec3(0.75);
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outFragColor = vec4(diffuse + specular, 1.0);
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}
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else
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{
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outFragColor = vec4(vec3(0.1), 1.0);
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}
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} |