41 lines
1.2 KiB
GLSL
41 lines
1.2 KiB
GLSL
#version 450
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layout(location = 0) in vec4 frag_color;
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layout(location = 1) in vec4 frag_mcolor;
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layout(location = 2) in vec2 frag_texcoord;
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layout(location = 3) in flat int frag_texindex;
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layout(location = 4) in vec3 frag_pos;
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layout(location = 5) in vec3 frag_normal;
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layout(location = 0) out vec4 outColor;
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layout(binding = 0) uniform GlobalVars {
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mat4 proj_view;
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vec3 light;
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vec3 eye;
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} global;
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layout(binding = 2) uniform sampler2D teximage[2];
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void main() {
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// vec3 light_pos = vec3(5.0, 5.0, -5.0);
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// vec3 view_pos = vec3(3.0, 3.0, 3.0);
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float ambiant = 0.2;
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vec3 light_dir = normalize(global.light - frag_pos);
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float diff = max(dot(frag_normal, light_dir), 0.0);
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float specular_strength = 0.7;
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vec3 view_dir = normalize(global.eye - frag_pos);
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vec3 reflect_dir = reflect(-light_dir, frag_normal);
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float spec = pow(max(dot(view_dir, reflect_dir), 0.0), 64);
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float specular = specular_strength * spec;
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float factor = ambiant + diff + specular;
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vec4 pre_color = frag_color * texture(teximage[frag_texindex], frag_texcoord);
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pre_color = vec4(mix((factor * pre_color).rgb, frag_mcolor.rgb, frag_mcolor.a), pre_color.a);
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outColor = pre_color;
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}
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