/* Copyright (c) 2023, Mobica Limited * * 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. */ #version 450 layout(location = 0) in vec3 inPos; layout(location = 1) in vec3 inNormal; layout(location = 2) in vec4 inColor; layout(location = 4) in vec3 inLightVec; layout(location = 5) in vec3 inLightColor[2]; layout(location = 7) in vec3 inViewVec; layout(location = 8) in float inLightIntensity; layout(location = 0) out vec4 outColor0; layout(constant_id = 0) const int type = 0; void main() { float attenuation = 1.0 / dot(inLightVec, inLightVec); vec3 N = normalize(inNormal); vec3 L = normalize(inLightVec); vec3 V = normalize(inViewVec); vec3 R = reflect(-L, N); vec3 diffuse = inLightColor[0] * attenuation * max(dot(N, L), 0) * inLightIntensity; vec3 ambient = inLightColor[1]; vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.65); outColor0 = vec4((ambient + diffuse) * inColor.rgb + (specular * inLightIntensity / 50), inColor.a); }