/* * Copyright 2022 Frederico de Oliveira Linhares * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #version 450 #extension GL_ARB_separate_shader_objects : enable struct DataTransferObject { vec4 frag_color; vec2 frag_texture_coord; vec3 normal; }; layout(location = 0) in DataTransferObject in_dto; layout(location = 0) out vec4 out_color; layout(set = 0, binding = 1) uniform UBOWorld { vec3 directional_light_direction; vec4 directional_light_color; } ubo_world; layout(set = 2, binding = 1) uniform sampler2D texture_sampler; void main() { float diffuse_factor = max(dot(in_dto.normal, -ubo_world.directional_light_direction), 0.0); vec4 diff_samp = texture(texture_sampler, in_dto.frag_texture_coord); vec4 ambient = vec4(vec3(in_dto.frag_color), diff_samp.a); vec4 diffuse = vec4(vec3(ubo_world.directional_light_color * diffuse_factor), diff_samp.a); diffuse *= diff_samp; ambient *= diff_samp; out_color = (ambient + diffuse); }