Files
evol-assets/assets/shaders/default.frag
T
2021-06-27 00:00:48 +02:00

46 lines
977 B
GLSL
Executable File

#version 450
#extension GL_EXT_nonuniform_qualifier : require
struct Material {
vec4 baseColor;
uint albedoTexture;
float metallicFactor;
float roughnessFactor;
uint metallicRoughnessTexture;
};
struct Light {
vec3 color;
uint intensity;
};
struct Scene {
uint lightsCount;
};
vec3 directional_light = vec3(-1.0,-1.0,-1.0);
layout(set = 0, binding = 0) uniform SceneData {
layout(align = 16) Scene mesh;
} SceneBuffers[];
layout(set = 0, binding = 1) uniform LightBuffer {
layout(align = 16) Light lights[];
} LightsBuffers;
// layout(set = 2, binding = 4) uniform sampler2D texSampler[];
layout(location = 0) in vec3 normal;
layout(location = 1) in vec3 color;
layout(location = 2) flat in Material material;
layout(location = 0) out vec4 outColor;
void main() {
float intensity = ((dot(normalize(normal), normalize(directional_light)) +1)/2.0)+0.05;
// outColor = vec4(color * intensity, 1.0);
outColor = vec4(color * intensity, 1.0);
}