102 lines
2.4 KiB
GLSL
102 lines
2.4 KiB
GLSL
#type vertex
|
|
#version 450 core
|
|
|
|
layout(location = 0) in vec3 a_Position;
|
|
layout(location = 1) in vec3 a_Normal;
|
|
layout(location = 2) in vec2 a_TexCoord;
|
|
|
|
layout(std140, binding = 0) uniform Camera
|
|
{
|
|
mat4 u_ViewProjection;
|
|
vec3 u_ViewPosition;
|
|
};
|
|
|
|
layout(std140, binding = 1) uniform Transform
|
|
{
|
|
mat4 u_Transform;
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
vec2 TexCoord;
|
|
vec3 Normal;
|
|
vec3 ViewPos;
|
|
};
|
|
|
|
layout (location = 0) out VertexOutput Output;
|
|
layout (location = 5) out vec4 v_Pos;
|
|
|
|
void main()
|
|
{
|
|
Output.TexCoord = a_TexCoord;
|
|
Output.Normal = mat3(transpose(inverse(u_Transform))) * a_Normal;
|
|
Output.ViewPos = u_ViewPosition;
|
|
|
|
v_Pos = u_Transform * vec4(a_Position, 1.0);
|
|
gl_Position = u_ViewProjection * v_Pos;
|
|
}
|
|
|
|
#type fragment
|
|
#version 450 core
|
|
|
|
layout (location = 0) out vec4 color;
|
|
layout (location = 1) out int color2;
|
|
|
|
layout (std140, binding = 2) uniform Material
|
|
{
|
|
vec4 u_Albedo;
|
|
float u_Roughness;
|
|
float u_Metallic;
|
|
float u_AmbientStrength;
|
|
float u_SpecularStrength;
|
|
};
|
|
|
|
layout(std140, binding = 3) uniform EditorID
|
|
{
|
|
int u_EntityID;
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
vec2 TexCoord;
|
|
vec3 Normal;
|
|
vec3 ViewPos;
|
|
};
|
|
|
|
layout (location = 0) in VertexOutput Input;
|
|
layout (location = 4) in flat int v_EntityID;
|
|
layout (location = 5) in vec4 v_Pos;
|
|
|
|
void main()
|
|
{
|
|
vec3 lightPos = vec3(0.0f, 1.0f, 0.0f);
|
|
vec3 lightColor = vec3(1.0f, 1.0f, 1.0f);
|
|
|
|
// Ambiant lighting
|
|
vec3 ambient = lightColor * u_AmbientStrength;
|
|
|
|
// Diffuse lighting
|
|
vec3 norm = normalize(Input.Normal);
|
|
vec3 lightDir = normalize(lightPos - v_Pos.xyz);
|
|
|
|
float diff = max(dot(norm, lightDir), 0.0);
|
|
vec3 diffuse = diff * lightColor;
|
|
|
|
// Specular highlight
|
|
vec3 viewDir = normalize(Input.ViewPos - v_Pos.xyz); // .xyz here too
|
|
vec3 reflectDir = reflect(-lightDir, norm);
|
|
|
|
float shininess = mix(2.0, 256.0, 1.0 - u_Roughness);
|
|
float spec = pow(max(dot(viewDir, reflectDir), 0.0), shininess);
|
|
vec3 specularColor = mix(vec3(1.0), u_Albedo.rgb, u_Metallic);
|
|
vec3 specular = u_SpecularStrength * spec * lightColor * specularColor;
|
|
|
|
// Total
|
|
//vec3 result = (ambient + diffuse + specular) * Input.Color.rgb; // objectColor → Input.Color.rgb
|
|
vec3 result = (ambient + diffuse + specular) * u_Albedo.rgb; // objectColor → Input.Color.rgb
|
|
|
|
// Output
|
|
color = vec4(result, u_Albedo.w); // vec3 → vec4
|
|
color2 = u_EntityID;
|
|
}
|