77 lines
2.2 KiB
GLSL
77 lines
2.2 KiB
GLSL
#version 450
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/* Copyright (c) 2024, Mobica Limited
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inViewVec;
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layout (location = 3) in vec3 inLightVec;
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layout (location = 4) flat in vec4 inBaseColorFactor;
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layout (location = 5) flat in float inMetallicFactor;
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layout (location = 6) flat in float inRoughnessFactor;
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layout (location = 7) flat in uint inBaseTextureIndex;
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layout (location = 8) flat in uint inNormalTextureIndex;
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layout (location = 9) flat in uint inMetallicRoughnessTextureIndex;
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layout(binding = 1, set = 0) uniform sampler2D textures[15];
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layout (location = 0) out vec4 outFragColor;
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vec4 getColor()
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{
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vec4 color = inBaseColorFactor;
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if (inBaseTextureIndex != -1)
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color = texture(textures[uint(round(inBaseTextureIndex))], inUV);
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return color;
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}
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vec3 getNormal()
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{
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vec3 normal = inNormal;
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if (inNormalTextureIndex != -1)
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normal = texture(textures[uint(round(inNormalTextureIndex))], inUV).xyz * 2.0 - 1.0;
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return normal;
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}
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vec3 getPBR()
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{
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vec3 pbr = vec3(inMetallicFactor, inRoughnessFactor, 0.0);
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if (inMetallicRoughnessTextureIndex != -1)
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pbr = texture(textures[uint(round(inMetallicRoughnessTextureIndex))], inUV).xyz;
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return pbr;
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}
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void main()
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{
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vec3 N = normalize(getNormal());
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 ambient = vec3(0.25);
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vec3 diffuse = max(dot(N, L), 0.0) * vec3(0.75) * getPBR();
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vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75);
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vec4 base_color = getColor();
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outFragColor = vec4(ambient * base_color.rgb + specular, base_color.a);
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}
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