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xsl
2025-09-04 10:54:47 +08:00
commit 6bc8f61b18
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#version 450
/* Copyright (c) 2022-2024, Sascha Willems
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec3 inViewVec;
layout (location = 3) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 ambient = vec3(0.25);
vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75);
outFragColor = vec4((ambient + diffuse) * inColor.rgb + specular, 1.0);
}
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#version 450
/* Copyright (c) 2022-2024, Sascha Willems
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (set = 0, binding = 0) uniform UBO {
mat4 projection;
mat4 view;
} ubo;
layout(push_constant) uniform Push_Constants {
mat4 model;
vec4 color;
} push_constants;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec3 outViewVec;
layout (location = 3) out vec3 outLightVec;
void main()
{
outColor = push_constants.color.rgb;
vec4 localPos = ubo.view * push_constants.model * vec4(inPos, 1.0);
gl_Position = ubo.projection * localPos;
outNormal = mat3(ubo.view * push_constants.model) * inNormal;
vec3 lightPos = vec3(10.0, -10.0, 10.0);
outLightVec = lightPos.xyz - localPos.xyz;
outViewVec = -localPos.xyz;
}
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