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

30 lines
No EOL
725 B
GLSL

#version 450
layout (binding = 1) uniform sampler2D samplerColorMap;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec3 color;
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
float intensity = dot(N,L);
if (intensity > 0.98)
color = inColor * 1.5;
else if (intensity > 0.9)
color = inColor * 1.0;
else if (intensity > 0.5)
color = inColor * 0.6;
else if (intensity > 0.25)
color = inColor * 0.4;
else
color = inColor * 0.2;
// Desaturate a bit
color = vec3(mix(color, vec3(dot(vec3(0.2126,0.7152,0.0722), color)), 0.1));
outFragColor.rgb = color;
}