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

59 lines
1.5 KiB
GLSL

#version 460
/*
* Copyright 2023 Nintendo
*
* 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.
*/
layout (binding = 1) uniform sampler2D samplerColorMap;
layout (binding = 2) uniform sampler2D skyboxMap;
layout (binding = 0) uniform UBO {
mat4 projection;
mat4 view;
mat4 proj_view;
} ubo;
layout (location = 0) in VertexData {
vec2 uv;
vec3 normal;
vec3 world_pos;
vec3 object_pos;
flat uint texture_index;
} vertex_in;
layout(push_constant) uniform pushConstants
{
mat4 model;
vec3 camera_pos;
float elapsed_time;
float material_diffuse;
float material_spec;
} push;
layout (location = 0) out vec4 outColor;
#define PI 3.1415926538
void main()
{
vec3 viewDir = normalize(push.camera_pos - vertex_in.world_pos);
vec3 reflectedDirection = normalize(reflect(viewDir, normalize(vertex_in.normal)));
float u = 0.5f + atan(reflectedDirection.z, reflectedDirection.x) / (2 * PI);
float v = 0.5f + asin(reflectedDirection.y) / PI;
outColor = texture(skyboxMap, vec2(u, v));
}