Created
August 15, 2023 05:50
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Phong Lighting Shader
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#version 450 | |
layout(location = 0) in vec3 InColor; | |
layout(location = 1) in vec3 InNormal; | |
layout(location = 2) in vec3 InFragPos; | |
layout(location = 0) out vec4 FragColor; | |
layout(binding = 0, set = 3) uniform UBO | |
{ | |
vec3 LightPos; | |
vec3 LightColor; | |
vec3 ViewPos; | |
vec3 AmbientColor; | |
float AmbientStrength; | |
float SpecularStrength; | |
float SpecularShininess; | |
} ubo; | |
void main() | |
{ | |
// ambient | |
vec3 ambientColor = ubo.AmbientStrength * ubo.LightColor; | |
// diffuse | |
vec3 norm = normalize(InNormal); | |
vec3 lightDir = normalize(ubo.LightPos - InFragPos); | |
float diff = max(dot(norm, lightDir), 0.0); | |
vec3 diffuse = diff * ubo.LightColor; | |
// specular | |
vec3 norm = normalize(InNormal); | |
vec3 viewDir = normalize(ubo.ViewPos - InFragPos); | |
vec3 lightDir = normalize(ubo.LightPos - InFragPos); | |
vec3 reflectDir = reflect(-lightDir, norm); | |
float spec = pow(max(dot(viewDir, reflectDir), 0.0), ubo.SpecularShininess); | |
vec3 specular = ubo.SpecularStrength * spec * ubo.LightColor; | |
vec3 result = (ambient + diffuse + specular) * InColor; | |
FragColor = vec4(result, 1.0); | |
} |
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