22 lines
No EOL
619 B
GLSL
22 lines
No EOL
619 B
GLSL
#version 450
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layout (location = 0) in vec2 inUV;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec3 inColor;
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layout (location = 3) in vec3 inEyePos;
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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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vec3 Eye = normalize(-inEyePos);
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vec3 Reflected = normalize(reflect(-inLightVec, inNormal));
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vec4 diff = vec4(inColor, 1.0) * max(dot(inNormal, inLightVec), 0.0);
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float shininess = 0.0;
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vec4 spec = vec4(1.0, 1.0, 1.0, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 2.5) * shininess;
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outFragColor = diff + spec;
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outFragColor.a = 1.0;
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} |