sideros/assets/shaders/shader.frag
2025-08-06 17:51:03 +02:00

39 lines
1.2 KiB
GLSL

#version 450
layout(location = 0) out vec4 outColor;
layout(location = 2) in vec3 Normal;
layout(location = 3) in vec3 FragPos;
layout(location = 4) in vec2 TexCoords;
layout (binding = 2) uniform LightUniform {
vec3 pos;
} lightPos;
layout (binding = 3) uniform ViewUniform {
vec3 pos;
} viewPos;
layout (set = 1, binding = 0) uniform sampler2D textureSampler;
layout (set = 1, binding = 1) uniform sampler2D diffuseSampler;
void main() {
vec3 lightDiffuse = vec3(0.5, 0.5, 0.5);
vec3 lightAmbient = vec3(0.2, 0.2, 0.2);
vec3 lightSpecular = vec3(1.0, 1.0, 1.0);
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos.pos - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = lightDiffuse * diff * vec3(texture(textureSampler, TexCoords));
vec3 ambient = lightAmbient * vec3(texture(textureSampler, TexCoords));
vec3 viewDir = normalize(viewPos.pos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 2);
vec3 specular = lightSpecular * spec * vec3(texture(diffuseSampler, TexCoords));
//vec3 specular = lightSpecular * spec * vec3(1.0, 1.0, 1.0);
vec3 result = (ambient + diffuse + specular);
outColor = vec4(result, 1.0);
}