38 lines
952 B
GLSL
38 lines
952 B
GLSL
#version 460 core
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layout (location = 0) in vec3 norm;
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layout (location = 1) in vec2 texCoord;
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layout (location = 2) in vec3 pos;
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layout (location = 0) out vec4 FragColor;
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layout (set = 0, binding = 0) uniform Matrices {
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mat4 view;
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mat4 proj;
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float time;
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vec3 cam_pos;
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vec3 cam_dir;
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vec4 frustum[6];
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vec2 viewport;
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float tess_factor;
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float tess_edge_size;
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};
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layout (set = 0, binding = 1) uniform sampler2D tex;
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void main() {
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vec3 light_pos = normalize(vec3(cos(time), sin(time), 0.0))*10.0;
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/* calculate highlight using angle between fragment and viewer */
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vec3 I = normalize(cam_pos-pos);
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vec3 L = normalize(light_pos-pos);
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vec3 cool = vec3(0.0, 0.0, 0.55);
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vec3 warm = vec3(0.3, 0.3, 0);
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float t = (dot(norm, L)+1.0)/2.0;
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vec3 r = 2.0*(dot(norm,L)*norm)-L;
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float s = 100.0*(dot(r,I))-97.0;
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if(s < 0.0)
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s = 0.0;
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else if(s > 1.0)
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s = 1.0;
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FragColor = vec4((1.0-s)*(t*warm + (vec3(0.5)-t)*cool) + s*vec3(1.0), 1.0);
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} |