mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-23 15:50:20 +00:00
49 lines
1.2 KiB
GLSL
49 lines
1.2 KiB
GLSL
#version 450
|
|
|
|
layout(set = 0, binding = 0) uniform PerFrame {
|
|
mat4 view;
|
|
mat4 projection;
|
|
mat4 lightSpaceMatrix;
|
|
vec4 lightDir;
|
|
vec4 lightColor;
|
|
vec4 ambientColor;
|
|
vec4 viewPos;
|
|
vec4 fogColor;
|
|
vec4 fogParams;
|
|
vec4 shadowParams;
|
|
};
|
|
|
|
layout(set = 1, binding = 0) uniform sampler2D uTexture;
|
|
|
|
layout(set = 1, binding = 1) uniform BasicMaterial {
|
|
vec4 color;
|
|
vec3 lightPos;
|
|
int useTexture;
|
|
};
|
|
|
|
layout(location = 0) in vec3 FragPos;
|
|
layout(location = 1) in vec3 Normal;
|
|
layout(location = 2) in vec2 TexCoord;
|
|
|
|
layout(location = 0) out vec4 outColor;
|
|
|
|
void main() {
|
|
vec3 ambient = 0.3 * vec3(1.0);
|
|
vec3 norm = normalize(Normal);
|
|
vec3 lightDir2 = normalize(lightPos - FragPos);
|
|
float diff = max(dot(norm, lightDir2), 0.0);
|
|
vec3 diffuse = diff * vec3(1.0);
|
|
|
|
vec3 viewDir2 = normalize(viewPos.xyz - FragPos);
|
|
vec3 reflectDir = reflect(-lightDir2, norm);
|
|
float spec = pow(max(dot(viewDir2, reflectDir), 0.0), 32.0);
|
|
vec3 specular = 0.5 * spec * vec3(1.0);
|
|
|
|
vec3 result = ambient + diffuse + specular;
|
|
|
|
if (useTexture != 0) {
|
|
outColor = texture(uTexture, TexCoord) * vec4(result, 1.0);
|
|
} else {
|
|
outColor = color * vec4(result, 1.0);
|
|
}
|
|
}
|