/* 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 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() { float ambientStrength = 0.2f; vec3 ambient = ambientStrength * vec3(1.0f, 1.0f, 1.0f); vec3 N = normalize(inNormal); vec3 L = normalize(inLightVec); vec3 V = normalize(inViewVec); vec3 R = reflect(-L, N); vec3 diffuse = max(dot(N,L),0.0f) * vec3(1.0f); vec3 specular = pow(max(dot(R, V), 0.0f), 64.0f) * vec3(0.65f); vec3 result = (ambient + diffuse) * inColor + specular; outFragColor = vec4(result, 1.0f); }