// Copyright 2017 Mark Callow // SPDX-License-Identifier: Apache-2.0 // Fragment shader for single texture #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable #if 0 //layout (binding = 1) uniform sampler2D samplerColor; layout (location = 0) in vec2 inUV; layout (location = 1) in vec4 inColor; #if 0 layout (location = 2) in float inLodBias; layout (location = 3) in vec3 inNormal; layout (location = 4) in vec3 inViewVec; layout (location = 5) in vec3 inLightVec; #endif layout (location = 0) out vec4 outFragColor; void main() { #if 0 vec4 color = texture(samplerColor, inUV, inLodBias); 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) * color.a; outFragColor = vec4(diffuse * color.rgb + specular, 1.0); #endif outFragColor = vec4(inColor.rgb, 1.0); } #endif #if 0 //layout (binding = 1) uniform sampler2D 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 = 0) out vec4 outFragColor; void main() { //vec4 color = texture(samplerColor, inUV, inLodBias); vec4 color = vec4(1.0, 0.0, 0.0, 1.0); 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) * color.a; outFragColor = vec4(diffuse * color.rgb + specular, 1.0); } #endif //layout (location = 0) in vec4 color; layout (location = 0) out vec4 outColor; void main() { //outColor = color; outColor = vec4(1.0, 0.0, 0.0, 1.0); }