#version 450 #extension GL_ARB_separate_shader_objects : enable layout(binding = 0) uniform ObjectUniformData { mat4 view; mat4 projection; float time; vec3 light_position; vec3 light_directional_rotation; vec3 camera_position; } ubo; layout(binding = 1) uniform sampler2D diffuse_tex; layout(binding = 2) uniform sampler2D normal_tex; layout(location = 0) in vec2 tex_coords; layout(location = 1) in vec3 normal_wld; layout(location = 2) in vec3 position_wld; layout(location = 3) in mat3 tbn; layout(location = 0) out vec4 out_color; void main() { vec3 normal_cam_u = vec3(texture(normal_tex, tex_coords).rg, 1.0); normal_cam_u = normal_cam_u * 2.0 - 1.0; normal_cam_u = normalize(tbn * normal_cam_u); // vec3 light_direction_cam_u = normalize(ubo.light_position - position_wld); vec3 light_direction_cam_u = normalize(vec3(1.0, 1.0, 1.0)); float ambient_strength = 0.1; vec3 light_color = vec3(1.0, 1.0, 1.0); vec3 ambient_color = ambient_strength * light_color; float diffuse_strength = max(0.0, dot(normal_cam_u, light_direction_cam_u)); vec3 diffuse_color = diffuse_strength * light_color; float specular_value = 1.0; vec3 view_direction = normalize(vec3(inverse(ubo.view) * vec4(0.0, 0.0, 0.0, 1.0)) - position_wld); vec3 reflect_direction = reflect(-light_direction_cam_u, normal_cam_u); float specular_strength = pow(max(dot(reflect_direction, view_direction), 0.0), 64); vec3 specular_color = specular_value * specular_strength * light_color; out_color = vec4(ambient_color + diffuse_color + specular_color, 1.0) * texture(diffuse_tex, tex_coords); }