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

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695 B
GLSL

#version 450
layout (binding = 2) uniform sampler2D colorMap;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inEyePos;
layout (location = 3) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec3 N = normalize(inNormal);
vec3 L = normalize(vec3(1.0));
outFragColor.rgb = texture(colorMap, inUV).rgb;
vec3 Eye = normalize(-inEyePos);
vec3 Reflected = normalize(reflect(-inLightVec, inNormal));
vec4 IAmbient = vec4(0.0, 0.0, 0.0, 1.0);
vec4 IDiffuse = vec4(1.0) * max(dot(inNormal, inLightVec), 0.0);
outFragColor = vec4((IAmbient + IDiffuse) * vec4(texture(colorMap, inUV).rgb, 1.0));
}