vulkan-test/shaders/fragment.glsl

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#version 450
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layout(binding = 3) uniform sampler2D texSampler;
layout(binding = 1) uniform LightInfo {
vec3 position;
vec3 color;
float ambient_strength;
float specular_strength;
} light;
layout(binding = 2) uniform CameraInfo {
vec3 position;
} camera;
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layout(location = 0) in vec3 fragColor;
layout(location = 1) in vec2 fragTexCoord;
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layout(location = 2) in vec3 fragNormal;
layout(location = 3) in vec3 fragWorldPos;
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layout(location = 0) out vec4 outColor;
void main() {
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// Get base color from texture
vec4 texColor = texture(texSampler, fragTexCoord);
// Normalize vectors
vec3 normal = normalize(fragNormal);
vec3 lightDir = normalize(light.position - fragWorldPos);
vec3 viewDir = normalize(camera.position - fragWorldPos);
vec3 reflectDir = reflect(-lightDir, normal);
// Ambient
vec3 ambient = light.ambient_strength * light.color;
// Diffuse
float diff = max(dot(normal, lightDir), 0.0);
vec3 diffuse = diff * light.color;
// Specular
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32.0);
vec3 specular = light.specular_strength * spec * light.color;
// Combine lighting components
vec3 lighting = (ambient + diffuse + specular);
outColor = vec4(lighting * texColor.rgb, texColor.a);
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}