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scene.frag.glsl
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/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* 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.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 430
/**/
#extension GL_ARB_shading_language_include : enable
#include "common.h"
in Interpolants {
vec3 wPos;
vec3 wNormal;
vec2 uv;
} IN;
layout(location=0,index=0) out vec4 out_Color;
void main()
{
vec4 color = texture(object.texColor, IN.uv * object.texScale.xy);
vec3 lightDir = normalize(scene.wLightPos.xyz - IN.wPos);
vec3 viewDir = normalize((-scene.viewMatrix[3].xyz) - IN.wPos);
vec3 halfDir = normalize(lightDir + viewDir);
vec3 normal = normalize(IN.wNormal);
float intensity = max(0,dot(normal,lightDir));
intensity += pow(max(0,dot(normal,halfDir)),8);
out_Color = color * object.color * intensity;
}