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

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619 B
GLSL

#version 450
layout (location = 0) in vec2 inUV;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec3 inColor;
layout (location = 3) in vec3 inEyePos;
layout (location = 4) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec3 Eye = normalize(-inEyePos);
vec3 Reflected = normalize(reflect(-inLightVec, inNormal));
vec4 diff = vec4(inColor, 1.0) * max(dot(inNormal, inLightVec), 0.0);
float shininess = 0.0;
vec4 spec = vec4(1.0, 1.0, 1.0, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 2.5) * shininess;
outFragColor = diff + spec;
outFragColor.a = 1.0;
}