Files
2026-06-14 19:09:18 +01:00

78 lines
1.9 KiB
GLSL

// 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);
}