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/*
* Copyright 2022-2023 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);
}
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