#version 450 layout(location=0) in vec2 v_tex_coords; layout(location=1) in vec3 v_position; layout(location=2) in vec3 v_light_position; layout(location=3) in vec3 v_view_position; layout(location=0) out vec4 f_color; layout(set = 0, binding = 0) uniform texture2D t_diffuse; layout(set = 0, binding = 1) uniform sampler s_diffuse; layout(set = 0, binding = 2) uniform texture2D t_normal; layout(set = 0, binding = 3) uniform sampler s_normal; layout(set=1, binding=0) uniform Uniforms { vec3 u_view_position; mat4 u_view_proj; // unused }; layout(set=2, binding=0) uniform Light { vec3 light_position; vec3 light_color; }; void main() { vec4 object_color = texture(sampler2D(t_diffuse, s_diffuse), v_tex_coords); vec4 object_normal = texture(sampler2D(t_normal, s_normal), v_tex_coords); vec3 normal = normalize(object_normal.rgb); vec3 light_dir = normalize(v_light_position - v_position); vec3 view_dir = normalize(v_view_position - v_position); vec3 half_dir = normalize(view_dir + light_dir); float specular_strength = pow(max(dot(normal, half_dir), 0.0), 32); vec3 specular_color = specular_strength * light_color; float diffuse_strength = max(dot(normal, light_dir), 0.0); vec3 diffuse_color = light_color * diffuse_strength; float ambient_strength = 0.1; vec3 ambient_color = light_color * ambient_strength; vec3 result = (diffuse_color + ambient_color + specular_color) * object_color.xyz; f_color = vec4(result, object_color.a); }