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Vulkan-Samples/shaders/extended_dynamic_state2/baseline.frag
T
2025-09-04 10:54:47 +08:00

45 lines
1.5 KiB
GLSL

/* 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);
}