// Copyright 2017 Mark Callow // SPDX-License-Identifier: Apache-2.0 #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 0) uniform UBO { mat4 projection; mat4 modelView; mat4 invModelView; mat4 uvwTransform; float lodBias; } ubo; layout (binding = 1) uniform samplerCube samplerColor; layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inNormal; layout (location = 2) in float inLodBias; layout (location = 3) in vec3 inViewVec; layout (location = 4) in vec3 inLightVec; layout (location = 0) out vec4 outFragColor; void main() { vec3 cI = normalize (inPos); vec3 cR = reflect (cI, normalize(inNormal)); //cR = vec3(ubo.invModelView * vec4(cR, 0.0)); cR = vec3(ubo.uvwTransform * ubo.invModelView * vec4(cR, 0.0)); vec4 color = texture(samplerColor, cR, inLodBias); vec3 N = normalize(inNormal); vec3 L = normalize(inLightVec); vec3 V = normalize(inViewVec); vec3 R = reflect(-L, N); vec3 ambient = vec3(0.5) * color.rgb; vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0); vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.5); outFragColor = vec4(ambient + diffuse * color.rgb + specular, 1.0); }