23 lines
No EOL
607 B
GLSL
23 lines
No EOL
607 B
GLSL
#version 450
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layout (set = 0, binding = 2) uniform sampler2D samplerColorMap;
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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 vec2 inUV;
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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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vec3 color = texture(samplerColorMap, inUV).rgb * inColor;
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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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float diffuse = max(dot(N, L), 0.1);
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outFragColor = vec4(color * diffuse, 1.0);
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} |