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55 lines
1.3 KiB
GLSL
55 lines
1.3 KiB
GLSL
#version 430 core
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layout(location = 0) out vec3 color;
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in vec3 vertColorFrag;
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in vec3 vertFragPos;
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in vec3 vertNormal;
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in vec2 vertUVLayer;
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uniform mat4 view;
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uniform mat4 projection;
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uniform int diffuseLoaded;
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uniform sampler2D diffuseTexture;
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uniform sampler2D normalTexture;
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uniform sampler2D glossTexture;
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uniform sampler2D specularTexture;
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void main()
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{
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// Ambient
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float ambientStrength = 0.1;
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vec3 ambient = ambientStrength * vec3(1, 1, 1); // Amb color
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// Diffuse
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vec3 norm = normalize(vertNormal);
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vec3 normMap = normalize((texture(normalTexture,vertUVLayer).rgb * -2) + 1);
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float glossMap = texture(glossTexture,vertUVLayer).rgb.r;
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normMap.z = 1;
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normMap = normalize(normMap);
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vec3 lightDir = normalize(inverse(view)[3].xyz - vertFragPos);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * texture(diffuseTexture, vertUVLayer).rgb; // Light color
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// Specular
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float specularStrength = 1;
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vec3 viewPos = inverse(view)[3].xyz;
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vec3 viewDir = normalize(viewPos - vertFragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), 2);
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vec3 specular = texture(specularTexture, vertUVLayer).rgb * spec * specularStrength;
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// Result
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if (diffuseLoaded == 1) {
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color = (ambient + diffuse + specular);
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} else {
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color = (ambient) * 0.6;
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}
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} |