53 lines
1.7 KiB
GLSL
53 lines
1.7 KiB
GLSL
#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout(push_constant) uniform PushConstants {
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mat4 model;
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bool is_selected;
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} push;
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layout(binding = 0) uniform ObjectUniformData {
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mat4 view;
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mat4 projection;
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float time;
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vec3 light_position;
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vec3 light_directional_rotation;
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vec3 camera_position;
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} ubo;
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layout(binding = 1) uniform sampler2D diffuse_tex;
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layout(binding = 2) uniform sampler2D normal_tex;
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layout(location = 0) in vec2 tex_coords;
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layout(location = 1) in vec3 normal_wld;
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layout(location = 2) in vec3 position_wld;
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layout(location = 3) in mat3 tbn;
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layout(location = 0) out vec4 out_color;
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void main() {
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vec3 normal_cam_u = vec3(texture(normal_tex, tex_coords).rg, 1.0);
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normal_cam_u = normal_cam_u * 2.0 - 1.0;
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normal_cam_u = normalize(tbn * normal_cam_u);
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vec3 light_direction_cam_u = normalize(ubo.light_position - position_wld);
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float ambient_strength = 0.1;
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vec3 light_color = vec3(1.0, 1.0, 1.0);
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vec3 ambient_color = ambient_strength * light_color;
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float diffuse_strength = max(0.0, dot(normal_cam_u, light_direction_cam_u));
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vec3 diffuse_color = diffuse_strength * light_color;
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float specular_value = 1.0;
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vec3 view_direction = normalize(vec3(inverse(ubo.view) * vec4(0.0, 0.0, 0.0, 1.0)) - position_wld);
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vec3 halfway_direction = normalize(light_direction_cam_u + view_direction);
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float specular_strength = pow(max(dot(normal_cam_u, halfway_direction), 0.0), 2);
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vec3 specular_color = specular_value * specular_strength * light_color;
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out_color = vec4(ambient_color + diffuse_color + specular_color, 1.0) * texture(diffuse_tex, tex_coords);
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if (push.is_selected) {
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out_color = mix(out_color, vec4(0.5, 0.5, 0.0, 1.0), 0.1);
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}
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} |