32 lines
No EOL
845 B
GLSL
Executable file
32 lines
No EOL
845 B
GLSL
Executable file
#version 450
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec3 color;
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layout (location = 2) in vec3 normal;
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layout (location = 3) in vec2 uv;
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layout (location = 0) out vec3 fragColor;
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layout (location = 1) out vec2 fragUv;
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layout (binding = 0) uniform GlobalUbo {
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mat4 projectionViewMatrix;
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vec3 directionToLight;
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} ubo;
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layout (push_constant) uniform Push {
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mat4 modelMatrix;
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mat4 normalMatrix;
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} push;
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const float AMBIENT = 0.02;
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void main() {
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gl_Position = ubo.projectionViewMatrix * push.modelMatrix * vec4(position, 1.0);
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vec3 normalWorldSpace = normalize(mat3(push.normalMatrix) * normal);
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float lightIntensity = AMBIENT + max(dot(normalWorldSpace, ubo.directionToLight), 0);
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fragColor = lightIntensity * vec3(1/position.y,position.y,clamp(sin(position.x - position.z), 0, 1));
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fragUv = uv;
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} |