Files
HelloVulkan/shaders/simple_shader.frag
T

38 lines
889 B
GLSL

#version 450
const int MAX_LIGHTS = 4;
struct Light {
vec4 direction;
vec4 color;
};
layout(location = 0) in vec2 fragUV;
layout(location = 1) in vec3 fragNormal;
layout(location = 2) in vec3 fragWorldPos;
layout(location = 0) out vec4 outColor;
layout(set = 0, binding = 0) uniform UniformBufferObject {
mat4 view;
mat4 proj;
vec4 ambientColor;
Light lights[MAX_LIGHTS];
} ubo;
layout(set = 1, binding = 0) uniform sampler2D texSampler;
void main() {
vec3 albedo = texture(texSampler, fragUV).rgb;
vec3 N = normalize(fragNormal);
vec3 result = ubo.ambientColor.rgb * albedo;
for (int i = 0; i < MAX_LIGHTS; ++i) {
vec3 L = normalize(-ubo.lights[i].direction.xyz);
float diff = max(dot(N, L), 0.0);
result += ubo.lights[i].color.rgb * ubo.lights[i].color.a * diff * albedo;
}
outColor = vec4(result, 1.0);
}