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-rw-r--r--Assets/Shaders/Sphere.glsl53
1 files changed, 53 insertions, 0 deletions
diff --git a/Assets/Shaders/Sphere.glsl b/Assets/Shaders/Sphere.glsl
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+#type vertex
+
+#version 330 core
+
+layout(location = 0) in vec3 a_Position;
+layout(location = 1) in vec3 a_Normal;
+
+uniform mat4 u_ViewProjection;
+uniform mat4 u_Transform;
+
+out vec3 v_Normal;
+out vec3 v_WorldPos;
+
+void main()
+{
+ v_WorldPos = vec3(u_Transform * vec4(a_Position, 1.0));
+ v_Normal = mat3(transpose(inverse(u_Transform))) * a_Normal;
+ gl_Position = u_ViewProjection * vec4(v_WorldPos, 1.0);
+}
+
+#type fragment
+
+#version 330 core
+
+in vec3 v_Normal;
+in vec3 v_WorldPos;
+
+uniform vec3 u_Color;
+uniform float u_Specular;
+uniform float u_Emission;
+uniform vec3 u_LightPos;
+uniform vec3 u_CameraPos;
+
+out vec4 o_FragColor;
+
+void main()
+{
+ vec3 normal = normalize(v_Normal);
+ vec3 lightDir = normalize(u_LightPos - v_WorldPos);
+ vec3 viewDir = normalize(u_CameraPos - v_WorldPos);
+ vec3 reflectDir = reflect(-lightDir, normal);
+
+ float diff = max(dot(normal, lightDir), 0.0);
+ float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32.0);
+
+ vec3 ambient = u_Color * 0.1;
+ vec3 diffuse = u_Color * diff;
+ vec3 specular = vec3(u_Specular) * spec;
+ vec3 emission = u_Color * u_Emission;
+
+ vec3 result = ambient + diffuse + specular + emission;
+ o_FragColor = vec4(result, 1.0);
+}