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how-to-vulkan/ktx/tests/loadtests/vkloadtests/shaders/texture/texture2d.frag
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2026-06-14 19:09:18 +01:00

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GLSL

// 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 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 = 5) in vec3 inColor;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec4 fragcolor, texcolor;
texcolor = texture(samplerColor, inUV, 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);
}