Files
rust-engine/shaders/triangle.frag
2021-02-22 15:58:46 +01:00

43 lines
1.5 KiB
GLSL

#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(binding = 0) uniform ObjectUniformData {
mat4 view;
mat4 projection;
float time;
vec3 light_position;
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 = texture(normal_tex, tex_coords).rgb;
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);
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);
}