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