// 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 = 1) uniform sampler1D samplerColor; layout (location = 0) in vec2 inUV; layout (location = 1) in float inLodBias; layout (location = 2) in vec3 inNormal; layout (location = 3) in vec3 inViewVec; layout (location = 4) in vec3 inLightVec; layout (location = 5) in vec3 inColor; layout (location = 0) out vec4 outFragColor; void main() { vec4 fragcolor, texcolor; texcolor = texture(samplerColor, inUV.x, inLodBias); fragcolor.rgb = inColor.rgb * (1.0f - texcolor.a) + texcolor.rgb * texcolor.a; fragcolor.a = texcolor.a; vec3 N = normalize(inNormal); vec3 L = normalize(inLightVec); vec3 V = normalize(inViewVec); vec3 R = reflect(-L, N); vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0); float specular = pow(max(dot(R, V), 0.0), 16.0) * fragcolor.a; outFragColor = vec4(diffuse * fragcolor.rgb + specular, 1.0); }