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wgpu-tutorial/src/shader.frag

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GLSL

#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);
}