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

43 lines
1.3 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 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);
}