#version 450 /* Copyright (c) 2019-2024, 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 (binding = 1) uniform sampler2D samplerColor; layout (location = 0) in vec2 inUV; layout (location = 1) in float inLodBias; layout (location = 2) in vec3 inNormal; layout (location = 3) in vec3 inViewVec; layout (location = 4) in vec3 inLightVec; layout (location = 0) out vec4 outFragColor; void main() { vec4 color = texture(samplerColor, inUV, inLodBias); vec3 N = normalize(inNormal); vec3 L = normalize(inLightVec); vec3 V = normalize(inViewVec); vec3 R = reflect(-L, N); vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0); float specular = pow(max(dot(R, V), 0.0), 16.0) * color.a; vec4 textureColor = color; if (textureColor.a < 0.1) { discard; } outFragColor = textureColor; }